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OpenMW/apps/openmw/mwworld/physicssystem.hpp

93 lines
3.5 KiB
C++

#ifndef GAME_MWWORLD_PHYSICSSYSTEM_H
#define GAME_MWWORLD_PHYSICSSYSTEM_H
#include <openengine/ogre/renderer.hpp>
#include "ptr.hpp"
#include <openengine/bullet/pmove.h>
namespace MWWorld
{
class PhysicsSystem
{
public:
PhysicsSystem (OEngine::Render::OgreRenderer &_rend);
~PhysicsSystem ();
void doPhysics(float duration, const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
///< do physics with dt - Usage: first call doPhysics with frame dt, then call doPhysicsFixed as often as time steps have passed
std::vector< std::pair<std::string, Ogre::Vector3> > doPhysicsFixed (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
///< do physics with fixed timestep - Usage: first call doPhysics with frame dt, then call doPhysicsFixed as often as time steps have passed
void addObject (const std::string& handle, const std::string& mesh,
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position);
void addActor (const std::string& handle, const std::string& mesh,
const Ogre::Vector3& position);
void addHeightField (float* heights,
int x, int y, float yoffset,
float triSize, float sqrtVerts);
void removeHeightField (int x, int y);
void removeObject (const std::string& handle);
void moveObject (const std::string& handle, const Ogre::Vector3& position);
void rotateObject (const std::string& handle, const Ogre::Quaternion& rotation);
void scaleObject (const std::string& handle, float scale);
bool toggleCollisionMode();
std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
btVector3 getRayPoint(float extent);
btVector3 getRayPoint(float extent, float mouseX, float mouseY);
std::vector < std::pair <float, std::string> > getFacedObjects ();
std::vector < std::pair <float, std::string> > getFacedObjects (float mouseX, float mouseY);
// cast ray, return true if it hit something
bool castRay(const Ogre::Vector3& from, const Ogre::Vector3& to);
std::pair<bool, Ogre::Vector3>
castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len);
std::pair<bool, Ogre::Vector3> castRay(float mouseX, float mouseY);
///< cast ray from the mouse, return true if it hit something and the first result (in OGRE coordinates)
void insertObjectPhysics(const MWWorld::Ptr& ptr, std::string model);
void insertActorPhysics(const MWWorld::Ptr&, std::string model);
OEngine::Physic::PhysicEngine* getEngine();
void setCurrentWater(bool hasWater, int waterHeight);
bool getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max);
void updatePlayerData(Ogre::Vector3 &eyepos, float pitch, float yaw);
private:
struct {
Ogre::Vector3 eyepos;
float pitch, yaw;
} mPlayerData;
OEngine::Render::OgreRenderer &mRender;
OEngine::Physic::PhysicEngine* mEngine;
bool mFreeFly;
playerMove* playerphysics;
std::map<std::string, std::string> handleToMesh;
PhysicsSystem (const PhysicsSystem&);
PhysicsSystem& operator= (const PhysicsSystem&);
};
}
#endif