mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-09 12:42:11 +00:00
b18ee198b4
drop it on the ground
358 lines
13 KiB
C++
358 lines
13 KiB
C++
#include <stdexcept>
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#include "physicssystem.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/world.hpp" // FIXME
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#include <components/nifbullet/bullet_nif_loader.hpp>
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#include "OgreRoot.h"
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#include "OgreRenderWindow.h"
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#include "OgreSceneManager.h"
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#include "OgreViewport.h"
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#include "OgreCamera.h"
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#include "OgreTextureManager.h"
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using namespace Ogre;
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namespace MWWorld
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{
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PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
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mRender(_rend), mEngine(0), mFreeFly (true)
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{
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playerphysics = new playerMove;
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// Create physics. shapeLoader is deleted by the physic engine
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NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
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mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
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playerphysics->mEngine = mEngine;
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}
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PhysicsSystem::~PhysicsSystem()
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{
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delete mEngine;
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}
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OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine()
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{
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return mEngine;
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}
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std::pair<std::string, float> PhysicsSystem::getFacedHandle (MWWorld::World& world)
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{
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std::string handle = "";
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
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mRender.getViewport()->getWidth()/2,
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mRender.getViewport()->getHeight()/2);
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//let's avoid the capsule shape of the player.
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centerRay.setOrigin(centerRay.getOrigin() + 20*centerRay.getDirection());
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btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
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btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
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return mEngine->rayTest(from,to);
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}
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std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedObjects ()
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{
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
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mRender.getViewport()->getWidth()/2,
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mRender.getViewport()->getHeight()/2);
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btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
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btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
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return mEngine->rayTest2(from,to);
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}
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void PhysicsSystem::setCurrentWater(bool hasWater, int waterHeight){
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playerphysics->hasWater = hasWater;
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if(hasWater){
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playerphysics->waterHeight = waterHeight;
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}
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}
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btVector3 PhysicsSystem::getRayPoint(float extent)
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{
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
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mRender.getViewport()->getWidth()/2,
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mRender.getViewport()->getHeight()/2);
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btVector3 result(centerRay.getPoint(500*extent).x,-centerRay.getPoint(500*extent).z,centerRay.getPoint(500*extent).y); /// \todo make this distance (ray length) configurable
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return result;
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}
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bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to)
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{
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btVector3 _from, _to;
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_from = btVector3(from.x, from.y, from.z);
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_to = btVector3(to.x, to.y, to.z);
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std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
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return !(result.first == "");
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}
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std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY)
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{
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Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay(
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mouseX,
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mouseY);
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Ogre::Vector3 from = ray.getOrigin();
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Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable
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btVector3 _from, _to;
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// OGRE to MW coordinates
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_from = btVector3(from.x, -from.z, from.y);
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_to = btVector3(to.x, -to.z, to.y);
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std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
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if (result.first == "")
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return std::make_pair(false, Ogre::Vector3());
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else
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{
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return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable
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}
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}
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void PhysicsSystem::doPhysics(float dt, const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
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{
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//set the DebugRenderingMode. To disable it,set it to 0
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//eng->setDebugRenderingMode(1);
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//set the walkdirection to 0 (no movement) for every actor)
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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act->setWalkDirection(btVector3(0,0,0));
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}
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playerMove::playercmd& pm_ref = playerphysics->cmd;
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pm_ref.rightmove = 0;
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pm_ref.forwardmove = 0;
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pm_ref.upmove = 0;
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//playerphysics->ps.move_type = PM_NOCLIP;
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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{
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OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
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//if(iter->first == "player")
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// std::cout << "This is player\n";
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//dirty stuff to get the camera orientation. Must be changed!
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Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
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Ogre::Vector3 dir;
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Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
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Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
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Ogre::Quaternion yawQuat = yawNode->getOrientation();
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Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
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// unused
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//Ogre::Quaternion both = yawQuat * pitchQuat;
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playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
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playerphysics->ps.viewangles.z = 0;
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playerphysics->ps.viewangles.y = yawQuat.getYaw().valueDegrees() *-1 + 90;
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if(mFreeFly)
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{
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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pm_ref.rightmove = -dir1.x;
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pm_ref.forwardmove = dir1.z;
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pm_ref.upmove = dir1.y;
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//std::cout << "Current angle" << yawQuat.getYaw().valueDegrees() - 90<< "\n";
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//playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
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//std::cout << "Pitch: " << yawQuat.getPitch() << "Yaw:" << yawQuat.getYaw() << "Roll: " << yawQuat.getRoll() << "\n";
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dir = 0.07*(yawQuat*pitchQuat*dir1);
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}
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else
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{
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Ogre::Quaternion quat = yawNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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pm_ref.rightmove = -dir1.x;
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pm_ref.forwardmove = dir1.z;
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pm_ref.upmove = dir1.y;
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dir = 0.025*(quat*dir1);
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}
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//set the walk direction
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act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
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}
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mEngine->stepSimulation(dt);
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}
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std::vector< std::pair<std::string, Ogre::Vector3> > PhysicsSystem::doPhysicsFixed (
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const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
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{
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Pmove(playerphysics);
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std::vector< std::pair<std::string, Ogre::Vector3> > response;
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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btVector3 newPos = it->second->getPosition();
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Ogre::Vector3 coord(newPos.x(), newPos.y(), newPos.z());
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if(it->first == "player"){
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coord = playerphysics->ps.origin;
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//std::cout << "ZCoord: " << coord.z << "\n";
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//std::cout << "Coord" << coord << "\n";
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//coord = Ogre::Vector3(coord.x, coord.z, coord.y); //x, z, -y
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}
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response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
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}
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return response;
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}
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void PhysicsSystem::addHeightField (float* heights,
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int x, int y, float yoffset,
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float triSize, float sqrtVerts)
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{
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mEngine->addHeightField(heights, x, y, yoffset, triSize, sqrtVerts);
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}
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void PhysicsSystem::removeHeightField (int x, int y)
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{
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mEngine->removeHeightField(x, y);
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}
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void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh,
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
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{
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OEngine::Physic::RigidBody* body = mEngine->createRigidBody(mesh,handle,scale);
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mEngine->addRigidBody(body);
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btTransform tr;
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
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body->setWorldTransform(tr);
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}
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void PhysicsSystem::addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position)
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{
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//TODO:optimize this. Searching the std::map isn't very efficient i think.
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mEngine->addCharacter(handle);
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OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle);
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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void PhysicsSystem::removeObject (const std::string& handle)
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{
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//TODO:check if actor???
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mEngine->removeCharacter(handle);
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mEngine->removeRigidBody(handle);
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mEngine->deleteRigidBody(handle);
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}
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void PhysicsSystem::moveObject (const std::string& handle, const Ogre::Vector3& position)
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{
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if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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btTransform tr = body->getWorldTransform();
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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body->setWorldTransform(tr);
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}
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if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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if (handle == "player")
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{
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playerphysics->ps.origin = position;
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}
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else
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{
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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}
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}
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void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
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{
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if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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act->setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
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}
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}
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void PhysicsSystem::scaleObject (const std::string& handle, float scale)
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{
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}
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bool PhysicsSystem::toggleCollisionMode()
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{
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if(playerphysics->ps.move_type==PM_NOCLIP)
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playerphysics->ps.move_type=PM_NORMAL;
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else
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playerphysics->ps.move_type=PM_NOCLIP;
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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if (it->first=="player")
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{
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OEngine::Physic::PhysicActor* act = it->second;
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bool cmode = act->getCollisionMode();
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if(cmode)
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{
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act->enableCollisions(false);
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act->setGravity(0.);
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act->setVerticalVelocity(0);
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mFreeFly = true;
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return false;
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}
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else
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{
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mFreeFly = false;
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act->enableCollisions(true);
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act->setGravity(4.);
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act->setVerticalVelocity(0);
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return true;
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}
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}
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}
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throw std::logic_error ("can't find player");
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}
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void PhysicsSystem::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string model){
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Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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// unused
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//Ogre::Vector3 objPos = node->getPosition();
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addObject (node->getName(), model, node->getOrientation(),
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node->getScale().x, node->getPosition());
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}
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void PhysicsSystem::insertActorPhysics(const MWWorld::Ptr& ptr, const std::string model){
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Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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// std::cout << "Adding node with name" << node->getName();
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addActor (node->getName(), model, node->getPosition());
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}
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}
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