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Rename Resource::BulletShape::CollisionBox fields according to styleguide
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@ -22,7 +22,7 @@ namespace MWPhysics
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Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler, bool canWaterWalk)
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: mStandingOnPtr(nullptr), mCanWaterWalk(canWaterWalk), mWalkingOnWater(false)
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, mMeshTranslation(shape->mCollisionBox.center), mOriginalHalfExtents(shape->mCollisionBox.extents)
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, mMeshTranslation(shape->mCollisionBox.mCenter), mOriginalHalfExtents(shape->mCollisionBox.mExtents)
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, mStuckFrames(0), mLastStuckPosition{0, 0, 0}
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, mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
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, mInternalCollisionMode(true)
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@ -618,7 +618,7 @@ namespace MWPhysics
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osg::ref_ptr<const Resource::BulletShape> shape = mShapeManager->getShape(mesh);
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// Try to get shape from basic model as fallback for creatures
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if (!ptr.getClass().isNpc() && shape && shape->mCollisionBox.extents.length2() == 0)
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if (!ptr.getClass().isNpc() && shape && shape->mCollisionBox.mExtents.length2() == 0)
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{
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const std::string fallbackModel = ptr.getClass().getModel(ptr);
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if (fallbackModel != mesh)
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@ -643,7 +643,7 @@ namespace MWPhysics
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{
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osg::ref_ptr<Resource::BulletShapeInstance> shapeInstance = mShapeManager->getInstance(mesh);
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assert(shapeInstance);
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float radius = computeRadius ? shapeInstance->mCollisionBox.extents.length() / 2.f : 1.f;
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float radius = computeRadius ? shapeInstance->mCollisionBox.mExtents.length() / 2.f : 1.f;
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mProjectileId++;
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@ -162,8 +162,8 @@ namespace Resource
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{
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return compareObjects(lhs.mCollisionShape, rhs.mCollisionShape)
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&& compareObjects(lhs.mAvoidCollisionShape, rhs.mAvoidCollisionShape)
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&& lhs.mCollisionBox.extents == rhs.mCollisionBox.extents
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&& lhs.mCollisionBox.center == rhs.mCollisionBox.center
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&& lhs.mCollisionBox.mExtents == rhs.mCollisionBox.mExtents
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&& lhs.mCollisionBox.mCenter == rhs.mCollisionBox.mCenter
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&& lhs.mAnimatedShapes == rhs.mAnimatedShapes;
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}
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@ -172,8 +172,8 @@ namespace Resource
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return stream << "Resource::BulletShape {"
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<< value.mCollisionShape << ", "
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<< value.mAvoidCollisionShape << ", "
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<< "osg::Vec3f {" << value.mCollisionBox.extents << "}" << ", "
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<< "osg::Vec3f {" << value.mCollisionBox.center << "}" << ", "
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<< "osg::Vec3f {" << value.mCollisionBox.mExtents << "}" << ", "
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<< "osg::Vec3f {" << value.mCollisionBox.mCenter << "}" << ", "
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<< value.mAnimatedShapes
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<< "}";
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}
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@ -441,8 +441,8 @@ namespace
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const auto result = mLoader.load(mNifFile);
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Resource::BulletShape expected;
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expected.mCollisionBox.extents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.center = osg::Vec3f(-1, -2, -3);
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expected.mCollisionBox.mExtents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.mCenter = osg::Vec3f(-1, -2, -3);
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std::unique_ptr<btBoxShape> box(new btBoxShape(btVector3(1, 2, 3)));
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std::unique_ptr<btCompoundShape> shape(new btCompoundShape);
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shape->addChildShape(btTransform(btMatrix3x3::getIdentity(), btVector3(-1, -2, -3)), box.release());
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@ -466,8 +466,8 @@ namespace
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const auto result = mLoader.load(mNifFile);
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Resource::BulletShape expected;
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expected.mCollisionBox.extents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.center = osg::Vec3f(-1, -2, -3);
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expected.mCollisionBox.mExtents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.mCenter = osg::Vec3f(-1, -2, -3);
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std::unique_ptr<btBoxShape> box(new btBoxShape(btVector3(1, 2, 3)));
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std::unique_ptr<btCompoundShape> shape(new btCompoundShape);
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shape->addChildShape(btTransform(btMatrix3x3::getIdentity(), btVector3(-1, -2, -3)), box.release());
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@ -496,8 +496,8 @@ namespace
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const auto result = mLoader.load(mNifFile);
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Resource::BulletShape expected;
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expected.mCollisionBox.extents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.center = osg::Vec3f(-1, -2, -3);
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expected.mCollisionBox.mExtents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.mCenter = osg::Vec3f(-1, -2, -3);
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std::unique_ptr<btBoxShape> box(new btBoxShape(btVector3(1, 2, 3)));
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std::unique_ptr<btCompoundShape> shape(new btCompoundShape);
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shape->addChildShape(btTransform(btMatrix3x3::getIdentity(), btVector3(-1, -2, -3)), box.release());
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@ -531,8 +531,8 @@ namespace
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const auto result = mLoader.load(mNifFile);
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Resource::BulletShape expected;
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expected.mCollisionBox.extents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.center = osg::Vec3f(-1, -2, -3);
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expected.mCollisionBox.mExtents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.mCenter = osg::Vec3f(-1, -2, -3);
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std::unique_ptr<btBoxShape> box(new btBoxShape(btVector3(1, 2, 3)));
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std::unique_ptr<btCompoundShape> shape(new btCompoundShape);
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shape->addChildShape(btTransform(btMatrix3x3::getIdentity(), btVector3(-1, -2, -3)), box.release());
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@ -566,8 +566,8 @@ namespace
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const auto result = mLoader.load(mNifFile);
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Resource::BulletShape expected;
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expected.mCollisionBox.extents = osg::Vec3f(4, 5, 6);
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expected.mCollisionBox.center = osg::Vec3f(-4, -5, -6);
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expected.mCollisionBox.mExtents = osg::Vec3f(4, 5, 6);
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expected.mCollisionBox.mCenter = osg::Vec3f(-4, -5, -6);
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std::unique_ptr<btBoxShape> box(new btBoxShape(btVector3(4, 5, 6)));
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std::unique_ptr<btCompoundShape> shape(new btCompoundShape);
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shape->addChildShape(btTransform(btMatrix3x3::getIdentity(), btVector3(-4, -5, -6)), box.release());
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@ -589,8 +589,8 @@ namespace
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const auto result = mLoader.load(mNifFile);
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Resource::BulletShape expected;
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expected.mCollisionBox.extents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.center = osg::Vec3f(-1, -2, -3);
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expected.mCollisionBox.mExtents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.mCenter = osg::Vec3f(-1, -2, -3);
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EXPECT_EQ(*result, expected);
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}
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@ -623,8 +623,8 @@ namespace
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const auto result = mLoader.load(mNifFile);
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Resource::BulletShape expected;
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expected.mCollisionBox.extents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.center = osg::Vec3f(-1, -2, -3);
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expected.mCollisionBox.mExtents = osg::Vec3f(1, 2, 3);
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expected.mCollisionBox.mCenter = osg::Vec3f(-1, -2, -3);
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EXPECT_EQ(*result, expected);
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}
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@ -143,8 +143,8 @@ osg::ref_ptr<Resource::BulletShape> BulletNifLoader::load(const Nif::File& nif)
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{
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if (findBoundingBox(node, filename))
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{
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const btVector3 extents = Misc::Convert::toBullet(mShape->mCollisionBox.extents);
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const btVector3 center = Misc::Convert::toBullet(mShape->mCollisionBox.center);
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const btVector3 extents = Misc::Convert::toBullet(mShape->mCollisionBox.mExtents);
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const btVector3 center = Misc::Convert::toBullet(mShape->mCollisionBox.mCenter);
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std::unique_ptr<btCompoundShape> compound (new btCompoundShape);
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std::unique_ptr<btBoxShape> boxShape(new btBoxShape(extents));
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btTransform transform = btTransform::getIdentity();
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@ -206,8 +206,8 @@ bool BulletNifLoader::findBoundingBox(const Nif::Node* node, const std::string&
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switch (type)
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{
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case Nif::NiBoundingVolume::Type::BOX_BV:
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mShape->mCollisionBox.extents = node->bounds.box.extents;
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mShape->mCollisionBox.center = node->bounds.box.center;
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mShape->mCollisionBox.mExtents = node->bounds.box.extents;
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mShape->mCollisionBox.mCenter = node->bounds.box.center;
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break;
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default:
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{
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@ -29,8 +29,8 @@ namespace Resource
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struct CollisionBox
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{
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osg::Vec3f extents;
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osg::Vec3f center;
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osg::Vec3f mExtents;
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osg::Vec3f mCenter;
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};
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// Used for actors and projectiles. mCollisionShape is used for actors only when we need to autogenerate collision box for creatures.
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// For now, use one file <-> one resource for simplicity.
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@ -86,10 +86,10 @@ public:
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btBvhTriangleMeshShape* triangleMeshShape = new TriangleMeshShape(mTriangleMesh.release(), true);
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btVector3 aabbMin = triangleMeshShape->getLocalAabbMin();
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btVector3 aabbMax = triangleMeshShape->getLocalAabbMax();
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shape->mCollisionBox.extents[0] = (aabbMax[0] - aabbMin[0]) / 2.0f;
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shape->mCollisionBox.extents[1] = (aabbMax[1] - aabbMin[1]) / 2.0f;
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shape->mCollisionBox.extents[2] = (aabbMax[2] - aabbMin[2]) / 2.0f;
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shape->mCollisionBox.center = osg::Vec3f( (aabbMax[0] + aabbMin[0]) / 2.0f,
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shape->mCollisionBox.mExtents[0] = (aabbMax[0] - aabbMin[0]) / 2.0f;
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shape->mCollisionBox.mExtents[1] = (aabbMax[1] - aabbMin[1]) / 2.0f;
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shape->mCollisionBox.mExtents[2] = (aabbMax[2] - aabbMin[2]) / 2.0f;
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shape->mCollisionBox.mCenter = osg::Vec3f( (aabbMax[0] + aabbMin[0]) / 2.0f,
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(aabbMax[1] + aabbMin[1]) / 2.0f,
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(aabbMax[2] + aabbMin[2]) / 2.0f );
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shape->mCollisionShape = triangleMeshShape;
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