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https://github.com/rwengine/openrw.git
synced 2024-11-21 18:02:43 +01:00
Remove raw ptrs from VehicleObject
This commit is contained in:
parent
fae8f0c1a9
commit
63ab663ea5
@ -99,7 +99,8 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
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collision->createPhysicsBody(this, modelinfo->getCollision(), nullptr,
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&info->handling);
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collision->getBulletBody()->forceActivationState(DISABLE_DEACTIVATION);
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physRaycaster = new VehicleRaycaster(this, engine->dynamicsWorld.get());
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physRaycaster =
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std::make_unique<VehicleRaycaster>(this, engine->dynamicsWorld.get());
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btRaycastVehicle::btVehicleTuning tuning;
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float travel = fabs(info->handling.suspensionUpperLimit -
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@ -120,10 +121,10 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
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tuning.m_frictionSlip = 1.8f + maxVelocity * accelerationFloor / massFloor;
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tuning.m_maxSuspensionTravelCm = travel * 100.f;
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physVehicle =
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new btRaycastVehicle(tuning, collision->getBulletBody(), physRaycaster);
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physVehicle = std::make_unique<btRaycastVehicle>(
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tuning, collision->getBulletBody(), physRaycaster.get());
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physVehicle->setCoordinateSystem(0, 2, 1);
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engine->dynamicsWorld->addAction(physVehicle);
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engine->dynamicsWorld->addAction(physVehicle.get());
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float kC = 0.5f;
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float kR = 0.6f;
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@ -173,14 +174,11 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
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VehicleObject::~VehicleObject() {
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ejectAll();
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engine->dynamicsWorld->removeAction(physVehicle);
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engine->dynamicsWorld->removeAction(physVehicle.get());
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for (auto& p : dynamicParts) {
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destroyObjectHinge(&p.second);
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}
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delete physVehicle;
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delete physRaycaster;
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}
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void VehicleObject::setupModel() {
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@ -272,7 +270,7 @@ void VehicleObject::setPosition(const glm::vec3& pos) {
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auto bodyOrigin = btVector3(position.x, position.y, position.z);
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for (auto& part : dynamicParts) {
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if (part.second.body == nullptr) continue;
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auto body = part.second.body;
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auto body = part.second.body.get();
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auto rel = body->getWorldTransform().getOrigin() - bodyOrigin;
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body->getWorldTransform().setOrigin(
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btVector3(pos.x + rel.x(), pos.y + rel.y(), pos.z + rel.z()));
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@ -588,7 +586,7 @@ void VehicleObject::tickPhysics(float dt) {
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it.second.constraint->getHingeAngle();
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if (glm::abs(angledelta) <= 0.01f) {
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it.second.constraint->enableAngularMotor(false, 1.f, 1.f);
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dynamicParts[it.first].moveToAngle = false;
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it.second.moveToAngle = false;
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} else {
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it.second.constraint->enableAngularMotor(
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true, glm::sign(angledelta) * 5.f, 1.f);
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@ -603,7 +601,7 @@ void VehicleObject::tickPhysics(float dt) {
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auto d = it.second.constraint->getHingeAngle() -
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it.second.closedAngle;
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if (glm::abs(d) < 0.05f) {
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dynamicParts[it.first].moveToAngle = false;
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it.second.moveToAngle = false;
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setPartLocked(&(it.second), true);
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}
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}
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@ -752,7 +750,7 @@ bool VehicleObject::takeDamage(const GameObject::DamageInfo& dmg) {
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dpoint = glm::inverse(getRotation()) * dpoint;
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// Set any parts within range to damaged state.
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for (auto d : dynamicParts) {
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for (auto& d : dynamicParts) {
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auto p = &d.second;
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if (p->normal == nullptr) continue;
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@ -863,10 +861,11 @@ void VehicleObject::registerPart(ModelFrame* mf) {
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damage->setFlag(Atomic::ATOMIC_RENDER, false);
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}
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}
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Part part{mf, normal, damage, nullptr, nullptr, nullptr, false,
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0.f, 0.f, 0.f};
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dynamicParts.insert({mf->getName(),
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{mf, normal, damage, nullptr, nullptr, nullptr, false,
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0.f, 0.f, 0.f}});
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std::move(part)});
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}
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void VehicleObject::createObjectHinge(Part* part) {
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@ -909,7 +908,7 @@ void VehicleObject::createObjectHinge(Part* part) {
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return;
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}
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auto ms = new VehiclePartMotionState(this, part);
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auto ms = std::make_unique<VehiclePartMotionState>(this, part);
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btTransform tr = btTransform::getIdentity();
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const auto& p = part->dummy->getDefaultTranslation();
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@ -917,7 +916,7 @@ void VehicleObject::createObjectHinge(Part* part) {
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tr.setOrigin(btVector3(p.x, p.y, p.z));
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tr.setRotation(btQuaternion(o.x, o.y, o.z, o.w));
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btCollisionShape* cs = new btBoxShape(boxSize);
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auto cs = std::make_unique<btBoxShape>(boxSize);
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btTransform t;
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t.setIdentity();
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t.setOrigin(boxOffset);
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@ -925,41 +924,38 @@ void VehicleObject::createObjectHinge(Part* part) {
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btVector3 inertia;
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cs->calculateLocalInertia(10.f, inertia);
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btRigidBody::btRigidBodyConstructionInfo rginfo(10.f, ms, cs, inertia);
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btRigidBody* subObject = new btRigidBody(rginfo);
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btRigidBody::btRigidBodyConstructionInfo rginfo(10.f, ms.get(), cs.get(), inertia);
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auto subObject = std::make_unique<btRigidBody>(rginfo);
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subObject->setUserPointer(this);
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auto hinge = new btHingeConstraint(*collision->getBulletBody(), *subObject,
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auto hinge = std::make_unique<btHingeConstraint>(*collision->getBulletBody(), *subObject,
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tr.getOrigin(), hingePosition, hingeAxis,
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hingeAxis);
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hinge->setLimit(hingeMin, hingeMax);
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hinge->setBreakingImpulseThreshold(250.f);
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part->cs = cs;
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part->body = subObject;
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part->constraint = hinge;
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part->cs = std::move(cs);
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part->body = std::move(subObject);
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part->motionState = std::move(ms);
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part->constraint = std::move(hinge);
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engine->dynamicsWorld->addRigidBody(part->body);
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engine->dynamicsWorld->addConstraint(part->constraint, true);
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engine->dynamicsWorld->addRigidBody(part->body.get());
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engine->dynamicsWorld->addConstraint(part->constraint.get(), true);
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}
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void VehicleObject::destroyObjectHinge(Part* part) {
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if (part->constraint != nullptr) {
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engine->dynamicsWorld->removeConstraint(part->constraint);
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delete part->constraint;
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engine->dynamicsWorld->removeConstraint(part->constraint.get());
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part->constraint = nullptr;
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}
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if (part->body != nullptr) {
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engine->dynamicsWorld->removeCollisionObject(part->body);
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delete part->body->getMotionState();
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delete part->body;
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delete part->cs;
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engine->dynamicsWorld->removeCollisionObject(part->body.get());
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part->body = nullptr;
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part->motionState = nullptr;
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part->cs = nullptr;
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}
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part->cs = nullptr;
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part->body = nullptr;
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part->constraint = nullptr;
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// Reset target.
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part->moveToAngle = false;
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}
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@ -3,9 +3,9 @@
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#include <cstddef>
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#include <cstdint>
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#include <map>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <LinearMath/btScalar.h>
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#include <glm/glm.hpp>
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@ -15,18 +15,14 @@
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#include <objects/GameObject.hpp>
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#include <objects/VehicleInfo.hpp>
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#include <btBulletDynamicsCommon.h>
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class Atomic;
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class CharacterObject;
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class CollisionInstance;
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class GameWorld;
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class ModelFrame;
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class btCollisionShape;
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struct btVehicleRaycaster;
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class btRaycastVehicle;
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class btRigidBody;
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class btHingeConstraint;
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/**
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* @class VehicleObject
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* Implements Vehicle behaviours.
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@ -55,23 +51,47 @@ public:
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std::map<size_t, GameObject*> seatOccupants;
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std::unique_ptr<CollisionInstance> collision;
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btVehicleRaycaster* physRaycaster = nullptr;
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btRaycastVehicle* physVehicle = nullptr;
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std::unique_ptr<btVehicleRaycaster> physRaycaster;
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std::unique_ptr<btRaycastVehicle> physVehicle;
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struct Part {
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Part(ModelFrame* p_dummy, Atomic* p_normal, Atomic* p_damaged,
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std::unique_ptr<btCollisionShape> p_cs,
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std::unique_ptr<btRigidBody> p_body,
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std::unique_ptr<btHingeConstraint> p_constraint,
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bool p_moveToAngle, float p_targetAngle, float p_openAngle,
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float p_closedAngle)
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: dummy(p_dummy)
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, normal(p_normal)
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, damaged(p_damaged)
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, cs(std::move(p_cs))
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, body(std::move(p_body))
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, constraint(std::move(p_constraint))
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, moveToAngle(p_moveToAngle)
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, targetAngle(p_targetAngle)
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, openAngle(p_openAngle)
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, closedAngle(p_closedAngle) {
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}
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Part(Part&& part) = default;
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Part& operator=(Part&& part) = default;
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~Part() = default;
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ModelFrame* dummy;
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Atomic* normal;
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Atomic* damaged;
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btCollisionShape* cs;
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btRigidBody* body;
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btHingeConstraint* constraint;
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std::unique_ptr<btCollisionShape> cs;
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std::unique_ptr<btRigidBody> body;
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std::unique_ptr<btMotionState> motionState;
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std::unique_ptr<btHingeConstraint> constraint;
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bool moveToAngle;
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float targetAngle;
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float openAngle;
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float closedAngle;
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};
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std::map<std::string, Part> dynamicParts;
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std::unordered_map<std::string, Part> dynamicParts;
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VehicleObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot,
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BaseModelInfo* modelinfo, VehicleInfoHandle info,
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@ -10,10 +10,10 @@ BOOST_AUTO_TEST_CASE(test_create_vehicle) {
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VehicleObject* vehicle =
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Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle);
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BOOST_REQUIRE(vehicle->info != nullptr);
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BOOST_REQUIRE(vehicle->getVehicle() != nullptr);
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BOOST_REQUIRE(vehicle->info);
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BOOST_REQUIRE(vehicle->getVehicle());
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// Hardcoded values for the moment
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BOOST_CHECK_EQUAL(vehicle->getVehicle()->vehicletype_,
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@ -30,15 +30,15 @@ BOOST_AUTO_TEST_CASE(vehicle_parts) {
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VehicleObject* vehicle =
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Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->getModel() != nullptr);
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BOOST_REQUIRE(vehicle);
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BOOST_REQUIRE(vehicle->getModel());
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VehicleObject::Part* part = vehicle->getPart("bonnet_dummy");
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BOOST_REQUIRE(part != nullptr);
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BOOST_REQUIRE(part);
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BOOST_REQUIRE(part->normal != nullptr);
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BOOST_REQUIRE(part->damaged != nullptr);
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BOOST_REQUIRE(part->normal);
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BOOST_REQUIRE(part->damaged);
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BOOST_REQUIRE(part->normal->getFrame());
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BOOST_REQUIRE(part->damaged->getFrame());
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@ -53,8 +53,8 @@ BOOST_AUTO_TEST_CASE(vehicle_part_vis) {
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VehicleObject* vehicle =
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Global::get().e->createVehicle(90u, glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->getModel() != nullptr);
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BOOST_REQUIRE(vehicle);
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BOOST_REQUIRE(vehicle->getModel());
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VehicleObject::Part* bonnetpart = vehicle->getPart("bonnet_dummy");
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@ -75,10 +75,10 @@ BOOST_AUTO_TEST_CASE(test_door_position) {
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VehicleObject* vehicle = Global::get().e->createVehicle(
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90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle);
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BOOST_REQUIRE(vehicle->info != nullptr);
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BOOST_REQUIRE(vehicle->getVehicle() != nullptr);
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BOOST_REQUIRE(vehicle->info);
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BOOST_REQUIRE(vehicle->getVehicle());
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BOOST_CHECK(vehicle->getSeatEntryPositionWorld(0).x > 5.f);
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@ -93,20 +93,20 @@ BOOST_AUTO_TEST_CASE(test_hinges) {
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VehicleObject::Part* part = vehicle->getPart("door_lf_dummy");
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BOOST_REQUIRE(part != nullptr);
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BOOST_REQUIRE(part);
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BOOST_CHECK_EQUAL(part->constraint, nullptr);
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BOOST_CHECK_EQUAL(part->body, nullptr);
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BOOST_CHECK(!part->constraint);
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BOOST_CHECK(!part->body);
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vehicle->setPartLocked(part, false);
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BOOST_CHECK_NE(part->body, nullptr);
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BOOST_CHECK_NE(part->constraint, nullptr);
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BOOST_CHECK(part->body);
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BOOST_CHECK(part->constraint);
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vehicle->setPartLocked(part, true);
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BOOST_CHECK_EQUAL(part->constraint, nullptr);
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BOOST_CHECK_EQUAL(part->body, nullptr);
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BOOST_CHECK(!part->constraint);
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BOOST_CHECK(!part->body);
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Global::get().e->destroyObject(vehicle);
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}
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@ -115,13 +115,13 @@ BOOST_AUTO_TEST_CASE(test_open_part) {
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VehicleObject* vehicle = Global::get().e->createVehicle(
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90u, glm::vec3(10.f, 0.f, 0.f), glm::quat{1.0f,0.0f,0.0f,0.0f});
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle);
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VehicleObject::Part* part = vehicle->getPart("door_lf_dummy");
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BOOST_REQUIRE(part != nullptr);
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BOOST_REQUIRE(part);
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BOOST_CHECK_EQUAL(part->body, nullptr);
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BOOST_CHECK(!part->body);
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vehicle->setPartLocked(part, true);
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vehicle->setPartTarget(part, true, 1.f);
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