#include "physicssystem.hpp" #include #include #include #include #include #include #include #include //#include "../mwbase/world.hpp" // FIXME #include "ptr.hpp" #include "class.hpp" using namespace Ogre; namespace MWWorld { PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) : mRender(_rend), mEngine(0), mFreeFly (true) { playerphysics = new playerMove; // Create physics. shapeLoader is deleted by the physic engine NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader(); mEngine = new OEngine::Physic::PhysicEngine(shapeLoader); playerphysics->mEngine = mEngine; } PhysicsSystem::~PhysicsSystem() { delete mEngine; delete playerphysics; } OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine() { return mEngine; } std::pair PhysicsSystem::getFacedHandle (MWWorld::World& world) { btVector3 dir(0, 1, 0); dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch); dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw); dir.setX(-dir.x()); btVector3 origin( mPlayerData.eyepos.x, mPlayerData.eyepos.y, mPlayerData.eyepos.z); origin += dir * 5; btVector3 dest = origin + dir * 500; return mEngine->rayTest(origin, dest); } std::vector < std::pair > PhysicsSystem::getFacedObjects () { btVector3 dir(0, 1, 0); dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch); dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw); dir.setX(-dir.x()); btVector3 origin( mPlayerData.eyepos.x, mPlayerData.eyepos.y, mPlayerData.eyepos.z); origin += dir * 5; btVector3 dest = origin + dir * 500; return mEngine->rayTest2(origin, dest); } std::vector < std::pair > PhysicsSystem::getFacedObjects (float mouseX, float mouseY) { Ray ray = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY); Ogre::Vector3 from = ray.getOrigin(); Ogre::Vector3 to = ray.getPoint(500); /// \todo make this distance (ray length) configurable btVector3 _from, _to; // OGRE to MW coordinates _from = btVector3(from.x, -from.z, from.y); _to = btVector3(to.x, -to.z, to.y); return mEngine->rayTest2(_from,_to); } void PhysicsSystem::setCurrentWater(bool hasWater, int waterHeight) { playerphysics->hasWater = hasWater; if(hasWater){ playerphysics->waterHeight = waterHeight; } } btVector3 PhysicsSystem::getRayPoint(float extent) { //get a ray pointing to the center of the viewport Ray centerRay = mRender.getCamera()->getCameraToViewportRay( mRender.getViewport()->getWidth()/2, mRender.getViewport()->getHeight()/2); btVector3 result(centerRay.getPoint(500*extent).x,-centerRay.getPoint(500*extent).z,centerRay.getPoint(500*extent).y); /// \todo make this distance (ray length) configurable return result; } btVector3 PhysicsSystem::getRayPoint(float extent, float mouseX, float mouseY) { //get a ray pointing to the center of the viewport Ray centerRay = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY); btVector3 result(centerRay.getPoint(500*extent).x,-centerRay.getPoint(500*extent).z,centerRay.getPoint(500*extent).y); /// \todo make this distance (ray length) configurable return result; } bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to) { btVector3 _from, _to; _from = btVector3(from.x, from.y, from.z); _to = btVector3(to.x, to.y, to.z); std::pair result = mEngine->rayTest(_from, _to); return !(result.first == ""); } std::pair PhysicsSystem::castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len) { Ogre::Ray ray = Ogre::Ray(orig, dir); Ogre::Vector3 to = ray.getPoint(len); btVector3 btFrom = btVector3(orig.x, orig.y, orig.z); btVector3 btTo = btVector3(to.x, to.y, to.z); std::pair test = mEngine->rayTest(btFrom, btTo); if (test.first == "") { return std::make_pair(false, Ogre::Vector3()); } return std::make_pair(true, ray.getPoint(len * test.second)); } std::pair PhysicsSystem::castRay(float mouseX, float mouseY) { Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay( mouseX, mouseY); Ogre::Vector3 from = ray.getOrigin(); Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable btVector3 _from, _to; // OGRE to MW coordinates _from = btVector3(from.x, -from.z, from.y); _to = btVector3(to.x, -to.z, to.y); std::pair result = mEngine->rayTest(_from, _to); if (result.first == "") return std::make_pair(false, Ogre::Vector3()); else { return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable } } void PhysicsSystem::doPhysics(float dt, const std::vector >& actors) { //set the DebugRenderingMode. To disable it,set it to 0 //eng->setDebugRenderingMode(1); //set the walkdirection to 0 (no movement) for every actor) for(std::map::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++) { OEngine::Physic::PhysicActor* act = it->second; act->setWalkDirection(btVector3(0,0,0)); } playerMove::playercmd& pm_ref = playerphysics->cmd; pm_ref.rightmove = 0; pm_ref.forwardmove = 0; pm_ref.upmove = 0; //playerphysics->ps.move_type = PM_NOCLIP; for (std::vector >::const_iterator iter (actors.begin()); iter!=actors.end(); ++iter) { //dirty stuff to get the camera orientation. Must be changed! if (iter->first == "player") { playerphysics->ps.viewangles.x = Ogre::Radian(mPlayerData.pitch).valueDegrees(); playerphysics->ps.viewangles.y = Ogre::Radian(mPlayerData.yaw).valueDegrees() + 90; pm_ref.rightmove = -iter->second.x; pm_ref.forwardmove = -iter->second.y; pm_ref.upmove = iter->second.z; } } mEngine->stepSimulation(dt); } std::vector< std::pair > PhysicsSystem::doPhysicsFixed ( const std::vector >& actors) { Pmove(playerphysics); std::vector< std::pair > response; for(std::map::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++) { btVector3 newPos = it->second->getPosition(); Ogre::Vector3 coord(newPos.x(), newPos.y(), newPos.z()); if(it->first == "player"){ coord = playerphysics->ps.origin; } response.push_back(std::pair(it->first, coord)); } return response; } 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); } void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh, const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position) { handleToMesh[handle] = mesh; OEngine::Physic::RigidBody* body = mEngine->createRigidBody(mesh,handle,scale); mEngine->addRigidBody(body); btTransform tr; tr.setOrigin(btVector3(position.x,position.y,position.z)); tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w)); body->setWorldTransform(tr); } void PhysicsSystem::addActor (const std::string& handle, const std::string& mesh, const Ogre::Vector3& position) { //TODO:optimize this. Searching the std::map isn't very efficient i think. mEngine->addCharacter(handle); OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle); act->setPosition(btVector3(position.x,position.y,position.z)); } void PhysicsSystem::removeObject (const std::string& handle) { //TODO:check if actor??? mEngine->removeCharacter(handle); mEngine->removeRigidBody(handle); mEngine->deleteRigidBody(handle); } void PhysicsSystem::moveObject (const std::string& handle, const Ogre::Vector3& position) { if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle)) { // TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow // start positions others than 0, 0, 0 btTransform tr = body->getWorldTransform(); tr.setOrigin(btVector3(position.x,position.y,position.z)); body->setWorldTransform(tr); } if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle)) { // TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow // start positions others than 0, 0, 0 if (handle == "player") { playerphysics->ps.origin = position; } else { act->setPosition(btVector3(position.x,position.y,position.z)); } } } void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation) { if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle)) { act->setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w)); } if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle)) { body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w)); } } void PhysicsSystem::scaleObject (const std::string& handle, float scale) { if(handleToMesh.find(handle) != handleToMesh.end()) { btTransform transform = mEngine->getRigidBody(handle)->getWorldTransform(); removeObject(handle); Ogre::Quaternion quat = Ogre::Quaternion(transform.getRotation().getW(), transform.getRotation().getX(), transform.getRotation().getY(), transform.getRotation().getZ()); Ogre::Vector3 vec = Ogre::Vector3(transform.getOrigin().getX(), transform.getOrigin().getY(), transform.getOrigin().getZ()); addObject(handle, handleToMesh[handle], quat, scale, vec); } } bool PhysicsSystem::toggleCollisionMode() { if(playerphysics->ps.move_type==PM_NOCLIP) playerphysics->ps.move_type=PM_NORMAL; else playerphysics->ps.move_type=PM_NOCLIP; for(std::map::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++) { if (it->first=="player") { OEngine::Physic::PhysicActor* act = it->second; bool cmode = act->getCollisionMode(); if(cmode) { act->enableCollisions(false); act->setGravity(0.); act->setVerticalVelocity(0); mFreeFly = true; return false; } else { mFreeFly = false; act->enableCollisions(true); act->setGravity(4.); act->setVerticalVelocity(0); return true; } } } throw std::logic_error ("can't find player"); } void PhysicsSystem::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string model){ Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); addObject( node->getName(), model, node->getOrientation(), node->getScale().x, node->getPosition()); } void PhysicsSystem::insertActorPhysics(const MWWorld::Ptr& ptr, const std::string model){ Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); addActor (node->getName(), model, node->getPosition()); } bool PhysicsSystem::getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max) { std::string model = MWWorld::Class::get(ptr).getModel(ptr); if (model.empty()) { return false; } btVector3 btMin, btMax; float scale = ptr.getCellRef().scale; mEngine->getObjectAABB(model, scale, btMin, btMax); min.x = btMin.x(); min.y = btMin.y(); min.z = btMin.z(); max.x = btMax.x(); max.y = btMax.y(); max.z = btMax.z(); return true; } void PhysicsSystem::updatePlayerData(Ogre::Vector3 &eyepos, float pitch, float yaw) { mPlayerData.eyepos = eyepos; mPlayerData.pitch = pitch; mPlayerData.yaw = yaw; } }