converted to Jolt physics

This commit is contained in:
2025-11-23 02:00:31 +03:00
parent 3f0484e87c
commit cd82fb0eed
52 changed files with 4302 additions and 1458 deletions

View File

@@ -3,7 +3,6 @@
#include <OgreMeshLodGenerator.h>
#include <OgreCompositorManager.h>
#include <OgreMaterialManager.h>
#include <OgreBullet.h>
#include "water.h"
/* TODO: use blender glb model for water shape.
@@ -32,8 +31,10 @@ Water::Water()
, mRefractionClipPlaneBelow(Ogre::Vector3(0.0, 1.0, 0.0),
0.0f /* water height */ - 2.0)
, mAbove(true)
#if 0
, mWaterBody(nullptr)
, mDynWorld(nullptr)
#endif
{
}
@@ -43,6 +44,7 @@ Water::~Water()
mScnMgr->destroySceneNode(mWaterNode);
if (mReflectionTexture)
mReflectionTexture->removeAllListeners();
#if 0
if (mWaterBody) {
if (mWaterBody->getWorldArrayIndex() >= 0)
if (mDynWorld)
@@ -51,6 +53,7 @@ Water::~Water()
delete mWaterBody;
mWaterBody = nullptr;
}
#endif
}
void Water::create_cameras()
@@ -167,11 +170,13 @@ void Water::init()
water_ent->setMaterial(mat);
mWaterNode->attachObject(water_ent);
mWaterMeshes.push_back(water_ent);
#if 0
mDynWorld->attachCollisionObject(mWaterBody, water_ent, 1, 0x7FFFFFFF);
#endif
}
void Water::createWater(Ogre::RenderWindow *window, Ogre::Camera *camera,
Ogre::Bullet::DynamicsWorld *world)
void Water::createWater(Ogre::RenderWindow *window, Ogre::Camera *camera /*,
Ogre::Bullet::DynamicsWorld *world */)
{
int i;
mCamera = camera;
@@ -181,6 +186,7 @@ void Water::createWater(Ogre::RenderWindow *window, Ogre::Camera *camera,
mWindow = window;
mCameraPosition = mCameraNode->getPosition();
create_textures();
#if 0
mDynWorld = world;
mWaterBody = new btGhostObject;
btBoxShape *boxShape = new btBoxShape(btVector3(1000, 1000, 1000));
@@ -192,6 +198,7 @@ void Water::createWater(Ogre::RenderWindow *window, Ogre::Camera *camera,
mWaterBody->getCollisionFlags() |
btCollisionObject::CF_NO_CONTACT_RESPONSE |
btCollisionObject::CF_STATIC_OBJECT);
#endif
}
void Water::updateWater(float delta)
@@ -228,11 +235,13 @@ void Water::updateWater(float delta)
mViewports[i]->update();
for (i = 0; i < mWaterMeshes.size(); i++)
mWaterMeshes[i]->setVisible(true);
#if 0
mOverlaps.clear();
for (i = 0; i < mWaterBody->getNumOverlappingObjects(); i++) {
btCollisionObject *sb = mWaterBody->getOverlappingObject(i);
mOverlaps.insert(sb);
}
#endif
}
void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent &evt)