Auto-generate the collision shape for native mesh formats

openmw-38
scrawl 9 years ago
parent 8cf57ef6ac
commit e62470d674

@ -605,7 +605,7 @@ namespace MWPhysics
// ---------------------------------------------------------------
PhysicsSystem::PhysicsSystem(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode)
: mShapeManager(new Resource::BulletShapeManager(resourceSystem->getVFS()))
: mShapeManager(new Resource::BulletShapeManager(resourceSystem->getVFS(), resourceSystem->getSceneManager()))
, mDebugDrawEnabled(false)
, mTimeAccum(0.0f)
, mWaterHeight(0)

@ -1,16 +1,99 @@
#include "bulletshapemanager.hpp"
#include <osg/NodeVisitor>
#include <osg/Geode>
#include <osg/TriangleFunctor>
#include <BulletCollision/CollisionShapes/btTriangleMesh.h>
#include <components/vfs/manager.hpp>
#include <components/nifbullet/bulletnifloader.hpp>
#include "bulletshape.hpp"
#include "scenemanager.hpp"
namespace Resource
{
BulletShapeManager::BulletShapeManager(const VFS::Manager* vfs)
struct GetTriangleFunctor
{
GetTriangleFunctor()
: mTriMesh(NULL)
{
}
void setTriMesh(btTriangleMesh* triMesh)
{
mTriMesh = triMesh;
}
void setMatrix(const osg::Matrixf& matrix)
{
mMatrix = matrix;
}
inline btVector3 toBullet(const osg::Vec3f& vec)
{
return btVector3(vec.x(), vec.y(), vec.z());
}
void inline operator()( const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3, bool _temp )
{
if (mTriMesh)
mTriMesh->addTriangle( toBullet(mMatrix.preMult(v1)), toBullet(mMatrix.preMult(v2)), toBullet(mMatrix.preMult(v3)));
}
btTriangleMesh* mTriMesh;
osg::Matrixf mMatrix;
};
/// Creates a BulletShape out of a Node hierarchy.
class NodeToShapeVisitor : public osg::NodeVisitor
{
public:
NodeToShapeVisitor()
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mTriangleMesh(NULL)
{
}
virtual void apply(osg::Geode& geode)
{
for (unsigned int i=0; i<geode.getNumDrawables(); ++i)
apply(*geode.getDrawable(i));
}
virtual void apply(osg::Drawable &drawable)
{
if (!mTriangleMesh)
mTriangleMesh = new btTriangleMesh;
osg::Matrixf worldMat = osg::computeLocalToWorld(getNodePath());
osg::TriangleFunctor<GetTriangleFunctor> functor;
functor.setTriMesh(mTriangleMesh);
functor.setMatrix(worldMat);
drawable.accept(functor);
}
osg::ref_ptr<BulletShape> getShape()
{
osg::ref_ptr<BulletShape> shape (new BulletShape);
TriangleMeshShape* meshShape = new TriangleMeshShape(mTriangleMesh, true);
shape->mCollisionShape = meshShape;
mTriangleMesh = NULL;
return shape;
}
private:
btTriangleMesh* mTriangleMesh;
};
BulletShapeManager::BulletShapeManager(const VFS::Manager* vfs, SceneManager* sceneMgr)
: mVFS(vfs)
, mSceneManager(sceneMgr)
{
}
@ -37,12 +120,22 @@ osg::ref_ptr<BulletShapeInstance> BulletShapeManager::createInstance(const std::
if (extPos != std::string::npos && extPos+1 < normalized.size())
ext = normalized.substr(extPos+1);
if (ext != "nif")
return NULL;
NifBullet::BulletNifLoader loader;
// might be worth sharing NIFFiles with SceneManager in some way
shape = loader.load(Nif::NIFFilePtr(new Nif::NIFFile(file, normalized)));
if (ext == "nif")
{
NifBullet::BulletNifLoader loader;
// might be worth sharing NIFFiles with SceneManager in some way
shape = loader.load(Nif::NIFFilePtr(new Nif::NIFFile(file, normalized)));
}
else
{
// TODO: support .bullet shape files
osg::ref_ptr<const osg::Node> constNode (mSceneManager->getTemplate(normalized));
osg::ref_ptr<osg::Node> node (const_cast<osg::Node*>(constNode.get())); // const-trickery required because there is no const version of NodeVisitor
NodeToShapeVisitor visitor;
node->accept(visitor);
shape = visitor.getShape();
}
mIndex[normalized] = shape;
}

@ -23,13 +23,14 @@ namespace Resource
class BulletShapeManager
{
public:
BulletShapeManager(const VFS::Manager* vfs);
BulletShapeManager(const VFS::Manager* vfs, SceneManager* sceneMgr);
~BulletShapeManager();
osg::ref_ptr<BulletShapeInstance> createInstance(const std::string& name);
private:
const VFS::Manager* mVFS;
SceneManager* mSceneManager;
typedef std::map<std::string, osg::ref_ptr<BulletShape> > Index;
Index mIndex;

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