#include "physicssystem.hpp" #include #include #include #include #include #include #include "../../model/settings/usersettings.hpp" #include "../render/elements.hpp" namespace CSVWorld { PhysicsSystem *PhysicsSystem::mPhysicsSystemInstance = 0; PhysicsSystem::PhysicsSystem(Ogre::SceneManager *sceneMgr) : mSceneMgr(sceneMgr) { assert(!mPhysicsSystemInstance); mPhysicsSystemInstance = this; // Create physics. shapeLoader is deleted by the physic engine NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader(); mEngine = new OEngine::Physic::PhysicEngine(shapeLoader); } PhysicsSystem::~PhysicsSystem() { delete mEngine; } PhysicsSystem *PhysicsSystem::instance() { assert(mPhysicsSystemInstance); return mPhysicsSystemInstance; } void PhysicsSystem::addObject(const std::string &mesh, const std::string &name, const std::string &referenceId, float scale, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation, bool placeable) { mRefToSceneNode[referenceId] = name; mEngine->createAndAdjustRigidBody(mesh, referenceId, scale, position, rotation, 0, // scaledBoxTranslation 0, // boxRotation true, // raycasting placeable); } void PhysicsSystem::removeObject(const std::string& name) { mEngine->removeRigidBody(name); mEngine->deleteRigidBody(name); } void PhysicsSystem::addHeightField(float* heights, int x, int y, float yoffset, float triSize, float sqrtVerts) { mEngine->addHeightField(heights, x, y, yoffset, triSize, sqrtVerts); } void PhysicsSystem::removeHeightField(int x, int y) { mEngine->removeHeightField(x, y); } std::pair PhysicsSystem::castRay(float mouseX, float mouseY, Ogre::Vector3* normal, std::string* hit, Ogre::Camera *camera) { if(!mSceneMgr || !camera || !camera->getViewport()) return std::make_pair("", Ogre::Vector3(0,0,0)); // FIXME: this should be an exception // using a really small value seems to mess up with the projections float nearClipDistance = camera->getNearClipDistance(); // save existing camera->setNearClipDistance(10.0f); // arbitrary number Ogre::Ray ray = camera->getCameraToViewportRay(mouseX, mouseY); camera->setNearClipDistance(nearClipDistance); // restore Ogre::Vector3 from = ray.getOrigin(); CSMSettings::UserSettings &userSettings = CSMSettings::UserSettings::instance(); float farClipDist = userSettings.setting("Scene/far clip distance", QString("300000")).toFloat(); Ogre::Vector3 to = ray.getPoint(farClipDist); btVector3 _from, _to; _from = btVector3(from.x, from.y, from.z); _to = btVector3(to.x, to.y, to.z); uint32_t visibilityMask = camera->getViewport()->getVisibilityMask(); bool ignoreHeightMap = !(visibilityMask & (uint32_t)CSVRender::Element_Terrain); bool ignoreObjects = !(visibilityMask & (uint32_t)CSVRender::Element_Reference); Ogre::Vector3 norm; std::pair result = mEngine->rayTest(_from, _to, !ignoreObjects, ignoreHeightMap, &norm); if(result.first == "") return std::make_pair("", Ogre::Vector3(0,0,0)); else return std::make_pair(result.first, ray.getPoint(farClipDist*result.second)); } std::string PhysicsSystem::referenceToSceneNode(std::string reference) { return mRefToSceneNode[reference]; } void PhysicsSystem::setSceneManager(Ogre::SceneManager *sceneMgr) { mSceneMgr = sceneMgr; mEngine->setSceneManager(sceneMgr); // needed for toggleDebugRendering() } void PhysicsSystem::toggleDebugRendering() { if(!mSceneMgr) return; // FIXME: maybe this should be an exception CSMSettings::UserSettings &userSettings = CSMSettings::UserSettings::instance(); if(!(userSettings.setting("debug/mouse-picking", QString("false")) == "true" ? true : false)) { std::cerr << "Turn on mouse-picking debug option to see collision shapes." << std::endl; return; } mEngine->toggleDebugRendering(); mEngine->stepSimulation(0.0167); // DebugDrawer::step() not directly accessible } }