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OpenMW/apps/openmw/mwworld/physicssystem.hpp
2013-05-07 19:42:21 +01:00

98 lines
3.2 KiB
C++

#ifndef GAME_MWWORLD_PHYSICSSYSTEM_H
#define GAME_MWWORLD_PHYSICSSYSTEM_H
#include <OgreVector3.h>
#include <btBulletCollisionCommon.h>
namespace OEngine
{
namespace Render
{
class OgreRenderer;
}
namespace Physic
{
class PhysicEngine;
}
}
namespace MWWorld
{
class World;
class Ptr;
class PhysicsSystem
{
public:
PhysicsSystem (OEngine::Render::OgreRenderer &_rend);
~PhysicsSystem ();
void addObject (const MWWorld::Ptr& ptr, bool placeable=false);
void addActor (const MWWorld::Ptr& ptr);
void addHeightField (float* heights,
int x, int y, float yoffset,
float triSize, float sqrtVerts);
void removeHeightField (int x, int y);
// have to keep this as handle for now as unloadcell only knows scenenode names
void removeObject (const std::string& handle);
void moveObject (const MWWorld::Ptr& ptr);
void rotateObject (const MWWorld::Ptr& ptr);
void scaleObject (const MWWorld::Ptr& ptr);
bool toggleCollisionMode();
Ogre::Vector3 move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time, bool gravity);
std::vector<std::string> getCollisions(const MWWorld::Ptr &ptr); ///< get handles this object collides with
Ogre::Vector3 traceDown(const MWWorld::Ptr &ptr);
std::pair<float, std::string> getFacedHandle (MWWorld::World& world, float queryDistance);
std::vector < std::pair <float, std::string> > getFacedHandles (float queryDistance);
std::vector < std::pair <float, std::string> > getFacedHandles (float mouseX, float mouseY, float queryDistance);
btVector3 getRayPoint(float extent);
btVector3 getRayPoint(float extent, float mouseX, float mouseY);
// cast ray, return true if it hit something. if raycasringObjectOnlt is set to false, it ignores NPCs and objects with no collisions.
bool castRay(const Ogre::Vector3& from, const Ogre::Vector3& to, bool raycastingObjectOnly = true,bool ignoreHeightMap = false);
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)
OEngine::Physic::PhysicEngine* getEngine();
void setCurrentWater(bool hasWater, int waterHeight);
bool getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max);
void updateCameraData(const Ogre::Vector3 &eyepos, float pitch, float yaw);
private:
struct {
Ogre::Vector3 eyepos;
float pitch, yaw;
} mCameraData;
OEngine::Render::OgreRenderer &mRender;
OEngine::Physic::PhysicEngine* mEngine;
std::map<std::string, std::string> handleToMesh;
PhysicsSystem (const PhysicsSystem&);
PhysicsSystem& operator= (const PhysicsSystem&);
};
}
#endif