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OpenMW/apps/openmw/mwphysics/actor.hpp
2022-09-22 21:35:26 +03:00

205 lines
6.4 KiB
C++

#ifndef OPENMW_MWPHYSICS_ACTOR_H
#define OPENMW_MWPHYSICS_ACTOR_H
#include <memory>
#include <mutex>
#include "ptrholder.hpp"
#include <components/detournavigator/collisionshapetype.hpp>
#include <LinearMath/btTransform.h>
#include <osg/Quat>
#include <osg/Vec3f>
class btCollisionShape;
class btCollisionObject;
class btCollisionWorld;
class btConvexShape;
namespace Resource
{
struct BulletShape;
}
namespace MWPhysics
{
class PhysicsTaskScheduler;
class Actor final : public PtrHolder
{
public:
Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler,
bool canWaterWalk, DetourNavigator::CollisionShapeType collisionShapeType);
~Actor() override;
Actor(const Actor&) = delete;
Actor& operator=(const Actor&) = delete;
/**
* Sets the collisionMode for this actor. If disabled, the actor can fly and clip geometry.
*/
void enableCollisionMode(bool collision);
bool getCollisionMode() const { return mInternalCollisionMode; }
btConvexShape* getConvexShape() const { return mConvexShape; }
/**
* Enables or disables the *external* collision body. If disabled, other actors will not collide with this
* actor.
*/
void enableCollisionBody(bool collision);
void updateScale();
void setRotation(osg::Quat quat);
/**
* Return true if the collision shape looks the same no matter how its Z rotated.
*/
bool isRotationallyInvariant() const;
/**
* Used by the physics simulation to store the simulation result. Used in conjunction with mWorldPosition
* to account for e.g. scripted movements
*/
void setSimulationPosition(const osg::Vec3f& position);
void updateCollisionObjectPosition();
/**
* Returns the half extents of the collision body (scaled according to collision scale)
*/
osg::Vec3f getHalfExtents() const;
/**
* Returns the half extents of the collision body (not scaled)
*/
osg::Vec3f getOriginalHalfExtents() const;
/**
* Returns the position of the collision body
* @note The collision shape's origin is in its center, so the position returned can be described as center of
* the actor collision box in world space.
*/
osg::Vec3f getCollisionObjectPosition() const;
/**
* Store the current position into mPreviousPosition, then move to this position.
* Returns true if the new position is different.
*/
bool setPosition(const osg::Vec3f& position);
// force set actor position to be as in Ptr::RefData
void updatePosition();
// register a position offset that will be applied during simulation.
void adjustPosition(const osg::Vec3f& offset);
// apply position offset. Can't be called during simulation
void applyOffsetChange();
/**
* Returns the half extents of the collision body (scaled according to rendering scale)
* @note The reason we need this extra method is because of an inconsistency in MW - NPC race scales aren't
* applied to the collision shape, most likely to make environment collision testing easier. However in some
* cases (swimming level) we want the actual scale.
*/
osg::Vec3f getRenderingHalfExtents() const;
/**
* Sets the current amount of inertial force (incl. gravity) affecting this physic actor
*/
void setInertialForce(const osg::Vec3f& force);
/**
* Gets the current amount of inertial force (incl. gravity) affecting this physic actor
*/
const osg::Vec3f& getInertialForce() const { return mForce; }
void setOnGround(bool grounded);
bool getOnGround() const { return mOnGround; }
void setOnSlope(bool slope);
bool getOnSlope() const { return mOnSlope; }
/// Sets whether this actor should be able to collide with the water surface
void setCanWaterWalk(bool waterWalk);
/// Sets whether this actor has been walking on the water surface in the last frame
void setWalkingOnWater(bool walkingOnWater);
bool isWalkingOnWater() const;
MWWorld::Ptr getStandingOnPtr() const;
void setStandingOnPtr(const MWWorld::Ptr& ptr);
unsigned int getStuckFrames() const { return mStuckFrames; }
void setStuckFrames(unsigned int frames) { mStuckFrames = frames; }
const osg::Vec3f& getLastStuckPosition() const { return mLastStuckPosition; }
void setLastStuckPosition(osg::Vec3f position) { mLastStuckPosition = position; }
bool canMoveToWaterSurface(float waterlevel, const btCollisionWorld* world) const;
bool isActive() const { return mActive; }
void setActive(bool value) { mActive = value; }
DetourNavigator::CollisionShapeType getCollisionShapeType() const { return mCollisionShapeType; }
private:
MWWorld::Ptr mStandingOnPtr;
/// Removes then re-adds the collision object to the dynamics world
void updateCollisionMask();
void addCollisionMask(int collisionMask);
int getCollisionMask() const;
/// Returns the mesh translation, scaled and rotated as necessary
osg::Vec3f getScaledMeshTranslation() const;
bool mCanWaterWalk;
bool mWalkingOnWater;
bool mRotationallyInvariant;
DetourNavigator::CollisionShapeType mCollisionShapeType;
std::unique_ptr<btCollisionShape> mShape;
btConvexShape* mConvexShape;
osg::Vec3f mMeshTranslation;
osg::Vec3f mOriginalHalfExtents;
osg::Vec3f mHalfExtents;
osg::Vec3f mRenderingHalfExtents;
osg::Quat mRotation;
osg::Vec3f mScale;
osg::Vec3f mPositionOffset;
bool mWorldPositionChanged = false;
bool mSkipSimulation = true;
mutable std::mutex mPositionMutex;
unsigned int mStuckFrames;
osg::Vec3f mLastStuckPosition;
osg::Vec3f mForce;
bool mOnGround;
bool mOnSlope;
bool mInternalCollisionMode;
bool mExternalCollisionMode;
bool mActive;
PhysicsTaskScheduler* mTaskScheduler;
inline void updateScaleUnsafe();
inline void updateCollisionObjectPositionUnsafe();
};
}
#endif