elsid
a8a76f9a05
Fix BulletShape copy constructor and use for BulletShapeInstance
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Copy mVisualCollisionType.
2023-05-14 18:45:38 +02:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base
2022-09-22 21:35:26 +03:00
elsid
948e2f5db9
Do not use collision shapes with visual only collision to generate navmesh
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These collision shapes are not used for actors movement physics simulation.
2022-08-25 00:56:03 +02:00
fredzio
d05a2facf3
Handle NCC flag in Nif files. Objects with this flag will collide only with camera.
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Expose objects with NC flag to be used by Lua mods.
2022-04-17 20:03:00 +02:00
elsid
a665a38aca
Use MurmurHash3_x64_128 for file hash
2021-11-21 17:05:59 +01:00
elsid
d7041613ef
Store BulletShape source file name and content hash
2021-11-11 00:27:18 +01:00
elsid
b731a981c4
Make BulletShape::isAnimated inlined
2021-10-30 03:44:09 +02:00
elsid
8e71c246bf
Remove redundant BulletShape getters
2021-10-30 03:44:08 +02:00
elsid
fc9a405dc5
Make BulletShape::makeInstance free function
2021-10-30 03:44:08 +02:00
elsid
b905dd17c3
Use unique_ptr to store btCollisionShape in BulletShape
2021-10-30 03:44:07 +02:00
elsid
ca8584f6f6
Move functions independent from BulletShape into anonymous namespace
2021-10-30 03:43:38 +02:00
elsid
29a772c33f
Rename Resource::BulletShape::CollisionBox fields according to styleguide
2021-10-29 21:05:58 +02:00
fredzio
c795e0bce6
Some actors are supposed to spawn on an object that belongs to an adjacent cell.
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Since actors can be active in 3x3 grid around the player, we need to
first load all objects in a 5x5 grid around the player.
Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and non-animated physics objects.
Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
2021-06-28 09:36:04 +02:00
fredzio
6e969ca3fa
Use mesh collision box instead of node bounding sphere for projectile
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size. The bounding sphere is much bigger than the mesh.
2021-02-05 22:53:45 +01:00
Alexei Dobrohotov
15291f15d3
Make actor collision box components a struct
2020-12-11 20:07:59 +03:00
elsid
49d81241db
Merge branch 'master' into pathfinder_detour
2018-10-28 17:08:09 +03:00
Andrei Kortunov
61e6e359c4
Allow creatures to use the autogenerated collision box (feature #2787 )
2018-10-22 15:48:23 +04:00
elsid
fa23b590a4
Add unwalkable areas to NavMesh
2018-10-13 22:16:32 +03:00
elsid
f6a60790f8
Create collision shape for all avoided nodes
2018-10-13 22:16:31 +03:00
scrawl
e055ae094a
Improve const-correctness in BulletShapeManager
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Sadly, two const_cast's are needed to work around Bullet API quirks.
2016-02-07 00:14:13 +01:00
scrawl
909c4d96b6
Use the osgDB::ObjectCache in BulletShapeManager
2016-02-05 23:59:37 +01:00
scrawl
e49bce7b40
Share the bvh of btBvhTriangleMeshShape's when possible
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Results in decent cell-loading speed up. (only affects bullet versions < 2.83, since we use btScaledBvhTriangleMeshShape for >=2.83)
2015-11-30 02:06:29 +01:00
scrawl
8cf57ef6ac
Move BulletShapeManager and BulletShape to resource/
2015-11-17 00:20:15 +01:00