bool PhysicsSystem::toggleCollisionMode()
    {
        playerphysics->ps.move_type = (playerphysics->ps.move_type == PM_NOCLIP ? PM_NORMAL : PM_NOCLIP);
        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);
                    mFreeFly = true;
                    return false;
                }
                else
                {
                    mFreeFly = false;
                    act->enableCollisions(true);
                    return true;
                }
            }
        }

        throw std::logic_error ("can't find player");
    }
Exemple #2
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 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));
 }
Exemple #3
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    void PhysicsSystem::doPhysics(float dt, 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));
        }
		playerMove::playercmd& pm_ref = playerphysics->cmd;

        pm_ref.rightmove = 0;
        pm_ref.forwardmove = 0;
        pm_ref.upmove = 0;

		//playerphysics->ps.move_type = PM_NOCLIP;
        for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
            iter!=actors.end(); ++iter)
        {
            //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();
			Ogre::Quaternion yawQuat = yawNode->getOrientation();
            Ogre::Quaternion pitchQuat = pitchNode->getOrientation();



            playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();

			playerphysics->ps.viewangles.y = yawQuat.getYaw().valueDegrees() *-1 + 90;


                Ogre::Quaternion quat = yawNode->getOrientation();
                Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);

				pm_ref.rightmove = -iter->second.x;
				pm_ref.forwardmove = -iter->second.y;
				pm_ref.upmove = iter->second.z;



            }





        mEngine->stepSimulation(dt);
    }
    void PhysicsSystem::doPhysics(float dt, 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 movement keys 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->setMovement(0,0,0);
        }

        playerMove::playercmd& pm_ref = playerphysics->cmd;


        pm_ref.rightmove = 0;
        pm_ref.forwardmove = 0;
        pm_ref.upmove = 0;
       

		//playerphysics->ps.move_type = PM_NOCLIP;
        for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
            iter!=actors.end(); ++iter)
        {
            //dirty stuff to get the camera orientation. Must be changed!
            if (iter->first == "player") {
                playerphysics->ps.viewangles.x =
                    Ogre::Radian(mPlayerData.pitch).valueDegrees();



                playerphysics->ps.viewangles.y =
                    Ogre::Radian(mPlayerData.yaw).valueDegrees() + 90;

                pm_ref.rightmove = iter->second.x;
                pm_ref.forwardmove = -iter->second.y;
                pm_ref.upmove = iter->second.z;
            }
        }
        mEngine->stepSimulation(dt);
    }
Exemple #5
0
    void PhysicsSystem::doPhysics(float dt, 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));
        }
		playerMove::playercmd& pm_ref = playerphysics->cmd;

        pm_ref.rightmove = 0;
        pm_ref.forwardmove = 0;
        pm_ref.upmove = 0;

		//playerphysics->ps.move_type = PM_NOCLIP;
        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);
			//if(iter->first == "player")
			//	std::cout << "This is player\n";
            //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();
			Ogre::Quaternion yawQuat = yawNode->getOrientation();
            Ogre::Quaternion pitchQuat = pitchNode->getOrientation();

            // unused
            //Ogre::Quaternion both = yawQuat * pitchQuat;

            playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
            playerphysics->ps.viewangles.z = 0;
			playerphysics->ps.viewangles.y = yawQuat.getYaw().valueDegrees() *-1 + 90;

            if(mFreeFly)
            {
                Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);

				pm_ref.rightmove = -dir1.x;
				pm_ref.forwardmove = dir1.z;
				pm_ref.upmove = dir1.y;


				//std::cout << "Current angle" << yawQuat.getYaw().valueDegrees() - 90<< "\n";
				//playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
				//std::cout << "Pitch: " << yawQuat.getPitch() << "Yaw:" << yawQuat.getYaw() << "Roll: " << yawQuat.getRoll() << "\n";
                dir = 0.07*(yawQuat*pitchQuat*dir1);
            }
            else
            {

                Ogre::Quaternion quat = yawNode->getOrientation();
                Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);

				pm_ref.rightmove = -dir1.x;
				pm_ref.forwardmove = dir1.z;
				pm_ref.upmove = dir1.y;



                dir = 0.025*(quat*dir1);
            }


            //set the walk direction
            act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
        }
        mEngine->stepSimulation(dt);
    }