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OpenMW/apps/openmw/mwworld/physicssystem.cpp
2012-01-04 19:47:06 -05:00

205 lines
7.7 KiB
C++

#include <stdexcept>
#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"
using namespace Ogre;
namespace MWWorld
{
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng) :
mRender(_rend), mEngine(physEng), mFreeFly (true)
{
}
PhysicsSystem::~PhysicsSystem()
{
}
std::pair<std::string, float> PhysicsSystem::getFacedHandle (MWWorld::World& world)
{
std::string handle = "";
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
mRender.getViewport()->getWidth()/2,
mRender.getViewport()->getHeight()/2);
//let's avoid the capsule shape of the player.
centerRay.setOrigin(centerRay.getOrigin() + 20*centerRay.getDirection());
btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
return mEngine->rayTest(from,to);
}
std::vector< std::pair<std::string, Ogre::Vector3> > PhysicsSystem::doPhysics (float duration,
const std::vector<std::pair<std::string, Ogre::Vector3> >& 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<std::string,OEngine::Physic::PhysicActor*>::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<std::pair<std::string, Ogre::Vector3> >::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<std::string, Ogre::Vector3> > response;
for(std::map<std::string,OEngine::Physic::PhysicActor*>::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<std::string, Ogre::Vector3>(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)
{
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->setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
}
}
void PhysicsSystem::scaleObject (const std::string& handle, float scale)
{
}
bool PhysicsSystem::toggleCollisionMode()
{
for(std::map<std::string,OEngine::Physic::PhysicActor*>::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();
// std::cout << "Adding node with name" << node->getName();
addActor (node->getName(), model, node->getPosition());
}
}