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@ -1,5 +1,6 @@
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#include "physicssystem.hpp"
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#include <iostream>
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#include <stdexcept>
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#include <osg/Group>
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@ -683,6 +684,7 @@ namespace MWPhysics
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, mWaterHeight(0)
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, mWaterEnabled(false)
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, mParentNode(parentNode)
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, mPhysicsDt(1.f / 60.f)
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{
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mResourceSystem->addResourceManager(mShapeManager.get());
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@ -695,6 +697,20 @@ namespace MWPhysics
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// Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this.
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// Should a "static" object ever be moved, we have to update its AABB manually using DynamicsWorld::updateSingleAabb.
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mCollisionWorld->setForceUpdateAllAabbs(false);
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// Check if a user decided to override a physics system FPS
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const char* env = getenv("OPENMW_PHYSICS_FPS");
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if (env)
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{
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std::string str(env);
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float physFramerate = std::atof(env);
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if (physFramerate > 0)
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{
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mPhysicsDt = 1.f / physFramerate;
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std::cerr << "Warning: physics framerate was overriden (a new value is " << physFramerate << ")." << std::endl;
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}
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}
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}
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PhysicsSystem::~PhysicsSystem()
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@ -1357,13 +1373,12 @@ namespace MWPhysics
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mMovementResults.clear();
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mTimeAccum += dt;
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const float physicsDt = 1.f/60.0f;
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const int maxAllowedSteps = 20;
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int numSteps = mTimeAccum / (physicsDt);
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int numSteps = mTimeAccum / (mPhysicsDt);
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numSteps = std::min(numSteps, maxAllowedSteps);
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mTimeAccum -= numSteps * physicsDt;
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mTimeAccum -= numSteps * mPhysicsDt;
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if (numSteps)
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{
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@ -1412,7 +1427,7 @@ namespace MWPhysics
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bool positionChanged = false;
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for (int i=0; i<numSteps; ++i)
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{
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position = MovementSolver::move(position, physicActor->getPtr(), physicActor, iter->second, physicsDt,
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position = MovementSolver::move(position, physicActor->getPtr(), physicActor, iter->second, mPhysicsDt,
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flying, waterlevel, slowFall, mCollisionWorld, mStandingCollisions);
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if (position != physicActor->getPosition())
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positionChanged = true;
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@ -1421,7 +1436,7 @@ namespace MWPhysics
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if (positionChanged)
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mCollisionWorld->updateSingleAabb(physicActor->getCollisionObject());
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float interpolationFactor = mTimeAccum / physicsDt;
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float interpolationFactor = mTimeAccum / mPhysicsDt;
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osg::Vec3f interpolated = position * interpolationFactor + physicActor->getPreviousPosition() * (1.f - interpolationFactor);
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float heightDiff = position.z() - oldHeight;
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