#include "physicssystem.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/world.hpp" // FIXME #include "OgreRoot.h" #include "OgreRenderWindow.h" #include "OgreSceneManager.h" #include "OgreViewport.h" #include "OgreCamera.h" #include "OgreTextureManager.h" namespace MWWorld { PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng) : mRender(_rend), mEngine(physEng), mFreeFly (true) { } PhysicsSystem::~PhysicsSystem() { } std::vector< std::pair > PhysicsSystem::doPhysics (float duration, 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)); } for (std::vector >::const_iterator iter (actors.begin()); iter!=actors.end(); ++iter) { OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first); //dirty stuff to get the camera orientation. Must be changed! Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first); Ogre::Vector3 dir; Ogre::Node* yawNode = sceneNode->getChildIterator().getNext(); Ogre::Node* pitchNode = yawNode->getChildIterator().getNext(); if(mFreeFly) { Ogre::Quaternion yawQuat = yawNode->getOrientation(); Ogre::Quaternion pitchQuat = pitchNode->getOrientation(); Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y); dir = 0.07*(yawQuat*pitchQuat*dir1); } else { Ogre::Quaternion quat = yawNode->getOrientation(); Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y); dir = 0.025*(quat*dir1); } //set the walk direction act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y)); } mEngine->stepSimulation(duration); 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()); response.push_back(std::pair(it->first, coord)); } return response; } void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh, const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position) { OEngine::Physic::RigidBody* body = mEngine->createRigidBody(mesh,handle); 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 act->setPosition(btVector3(position.x,position.y,position.z)); } } void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation) { } void PhysicsSystem::scaleObject (const std::string& handle, float scale) { } bool PhysicsSystem::toggleCollisionMode() { for(std::map::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++) { 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; } } return false; // This should never happen, but it shall not bother us now, since // this part of the code needs a rewrite anyway. } }