converted to Jolt physics
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@@ -3,7 +3,6 @@
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#include <OgreMeshLodGenerator.h>
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#include <OgreCompositorManager.h>
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#include <OgreMaterialManager.h>
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#include <OgreBullet.h>
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#include "water.h"
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/* TODO: use blender glb model for water shape.
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@@ -32,8 +31,10 @@ Water::Water()
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, mRefractionClipPlaneBelow(Ogre::Vector3(0.0, 1.0, 0.0),
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0.0f /* water height */ - 2.0)
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, mAbove(true)
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#if 0
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, mWaterBody(nullptr)
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, mDynWorld(nullptr)
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#endif
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{
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}
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@@ -43,6 +44,7 @@ Water::~Water()
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mScnMgr->destroySceneNode(mWaterNode);
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if (mReflectionTexture)
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mReflectionTexture->removeAllListeners();
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#if 0
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if (mWaterBody) {
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if (mWaterBody->getWorldArrayIndex() >= 0)
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if (mDynWorld)
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@@ -51,6 +53,7 @@ Water::~Water()
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delete mWaterBody;
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mWaterBody = nullptr;
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}
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#endif
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}
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void Water::create_cameras()
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@@ -167,11 +170,13 @@ void Water::init()
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water_ent->setMaterial(mat);
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mWaterNode->attachObject(water_ent);
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mWaterMeshes.push_back(water_ent);
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#if 0
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mDynWorld->attachCollisionObject(mWaterBody, water_ent, 1, 0x7FFFFFFF);
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#endif
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}
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void Water::createWater(Ogre::RenderWindow *window, Ogre::Camera *camera,
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Ogre::Bullet::DynamicsWorld *world)
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void Water::createWater(Ogre::RenderWindow *window, Ogre::Camera *camera /*,
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Ogre::Bullet::DynamicsWorld *world */)
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{
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int i;
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mCamera = camera;
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@@ -181,6 +186,7 @@ void Water::createWater(Ogre::RenderWindow *window, Ogre::Camera *camera,
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mWindow = window;
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mCameraPosition = mCameraNode->getPosition();
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create_textures();
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#if 0
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mDynWorld = world;
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mWaterBody = new btGhostObject;
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btBoxShape *boxShape = new btBoxShape(btVector3(1000, 1000, 1000));
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@@ -192,6 +198,7 @@ void Water::createWater(Ogre::RenderWindow *window, Ogre::Camera *camera,
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mWaterBody->getCollisionFlags() |
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btCollisionObject::CF_NO_CONTACT_RESPONSE |
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btCollisionObject::CF_STATIC_OBJECT);
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#endif
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}
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void Water::updateWater(float delta)
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@@ -228,11 +235,13 @@ void Water::updateWater(float delta)
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mViewports[i]->update();
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for (i = 0; i < mWaterMeshes.size(); i++)
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mWaterMeshes[i]->setVisible(true);
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#if 0
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mOverlaps.clear();
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for (i = 0; i < mWaterBody->getNumOverlappingObjects(); i++) {
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btCollisionObject *sb = mWaterBody->getOverlappingObject(i);
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mOverlaps.insert(sb);
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}
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#endif
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}
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void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent &evt)
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@@ -24,17 +24,20 @@ class Water : public /* Ogre::FrameListener, */ Ogre::RenderTargetListener {
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bool mInRefTexUpdate;
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Ogre::Timer mtexture_dump;
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void create_cameras();
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#if 0
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btGhostObject *mWaterBody;
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Ogre::Bullet::DynamicsWorld *mDynWorld;
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std::set<btCollisionObject *> mOverlaps;
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#endif
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public:
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Water();
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virtual ~Water();
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void create_textures();
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void dump_textures();
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void createWater(Ogre::RenderWindow *window, Ogre::Camera *camera,
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Ogre::Bullet::DynamicsWorld *world);
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void createWater(
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Ogre::RenderWindow *window,
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Ogre::Camera *camera /*, Ogre::Bullet::DynamicsWorld *world */);
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void init();
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void updateWater(float delta);
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/* bool frameEnded(const Ogre::FrameEvent &evt) override; */
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@@ -44,10 +47,12 @@ public:
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postRenderTargetUpdate(const Ogre::RenderTargetEvent &evt) override;
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void add_submerged_entity(Ogre::Entity *ent);
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void add_surface_entity(Ogre::Entity *ent);
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#if 0
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bool isInWater(const btCollisionObject *body) const
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{
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btCollisionObject *test = const_cast<btCollisionObject *>(body);
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return mOverlaps.find(test) != mOverlaps.end();
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}
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#endif
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};
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#endif
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