From 3636cf20150476b491387251f2918aeef52168fa Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Fri, 4 May 2018 12:56:28 +0400 Subject: [PATCH 1/2] Do not apply queue movement for standing actors --- apps/openmw/mwbase/world.hpp | 1 + apps/openmw/mwmechanics/aiwander.cpp | 3 +-- apps/openmw/mwmechanics/character.cpp | 3 ++- apps/openmw/mwphysics/actor.cpp | 7 +++++- apps/openmw/mwphysics/actor.hpp | 8 +++++++ apps/openmw/mwphysics/physicssystem.cpp | 29 +++++++++++++++++++++++++ apps/openmw/mwphysics/physicssystem.hpp | 3 +++ apps/openmw/mwscript/miscextensions.cpp | 2 ++ apps/openmw/mwstate/statemanagerimp.cpp | 5 ++++- apps/openmw/mwworld/worldimp.cpp | 7 ++++-- apps/openmw/mwworld/worldimp.hpp | 1 + 11 files changed, 62 insertions(+), 7 deletions(-) diff --git a/apps/openmw/mwbase/world.hpp b/apps/openmw/mwbase/world.hpp index 47502fd71..86e2a0281 100644 --- a/apps/openmw/mwbase/world.hpp +++ b/apps/openmw/mwbase/world.hpp @@ -388,6 +388,7 @@ namespace MWBase virtual bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const = 0; virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const = 0; virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0; + virtual bool isIdle(const MWWorld::Ptr &ptr) const = 0; virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const = 0; diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index 8199170dc..511a47a49 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -866,8 +866,7 @@ namespace MWMechanics } // place above to prevent moving inside objects, e.g. stairs, because a vector between pathgrids can be underground. - // Adding 20 in adjustPosition() is not enough. - dest.mZ += 60; + dest.mZ += 80; ToWorldCoordinates(dest, actor.getCell()->getCell()); diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 2ef5e07d7..d7a038b9e 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -2029,7 +2029,8 @@ void CharacterController::update(float duration) moved.z() = 1.0; // Update movement - if(mMovementAnimationControlled && mPtr.getClass().isActor()) + // We should not apply movement for standing actors + if(mMovementAnimationControlled && mPtr.getClass().isActor() && (movement.length2() > 0.f || !world->isIdle(mPtr))) world->queueMovement(mPtr, moved); mSkipAnim = false; diff --git a/apps/openmw/mwphysics/actor.cpp b/apps/openmw/mwphysics/actor.cpp index 79c6dcabf..6de0d1984 100644 --- a/apps/openmw/mwphysics/actor.cpp +++ b/apps/openmw/mwphysics/actor.cpp @@ -18,7 +18,7 @@ namespace MWPhysics Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr shape, btCollisionWorld* world) : mCanWaterWalk(false), mWalkingOnWater(false) - , mCollisionObject(nullptr), mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false) + , mCollisionObject(nullptr), mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false), mIdle(true) , mInternalCollisionMode(true) , mExternalCollisionMode(true) , mCollisionWorld(world) @@ -195,6 +195,11 @@ void Actor::setOnSlope(bool slope) mOnSlope = slope; } +void Actor::setIdle(bool idle) +{ + mIdle = idle; +} + bool Actor::isWalkingOnWater() const { return mWalkingOnWater; diff --git a/apps/openmw/mwphysics/actor.hpp b/apps/openmw/mwphysics/actor.hpp index 8ec94200f..bdafc1235 100644 --- a/apps/openmw/mwphysics/actor.hpp +++ b/apps/openmw/mwphysics/actor.hpp @@ -139,6 +139,13 @@ namespace MWPhysics return mInternalCollisionMode && mOnSlope; } + void setIdle(bool idle); + + bool getIdle() const + { + return mIdle; + } + btCollisionObject* getCollisionObject() const { return mCollisionObject.get(); @@ -179,6 +186,7 @@ namespace MWPhysics osg::Vec3f mForce; bool mOnGround; bool mOnSlope; + bool mIdle; bool mInternalCollisionMode; bool mExternalCollisionMode; diff --git a/apps/openmw/mwphysics/physicssystem.cpp b/apps/openmw/mwphysics/physicssystem.cpp index f3c34bc4e..1cff6b522 100644 --- a/apps/openmw/mwphysics/physicssystem.cpp +++ b/apps/openmw/mwphysics/physicssystem.cpp @@ -683,6 +683,7 @@ namespace MWPhysics , mWaterEnabled(false) , mParentNode(parentNode) , mPhysicsDt(1.f / 60.f) + , mIdleUpdateTimer(0) { mResourceSystem->addResourceManager(mShapeManager.get()); @@ -739,6 +740,18 @@ namespace MWPhysics delete mBroadphase; } + void PhysicsSystem::updateIdle() + { + for (ActorMap::iterator it = mActors.begin(); it != mActors.end(); ++it) + { + osg::Vec3f pos(it->second->getCollisionObjectPosition()); + + RayResult result = castRay(pos, pos - osg::Vec3f(0, 0, it->second->getHalfExtents().z() + 2), it->second->getPtr(), std::vector(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door); + + it->second->setIdle(result.mHit); + } + } + void PhysicsSystem::setUnrefQueue(SceneUtil::UnrefQueue *unrefQueue) { mUnrefQueue = unrefQueue; @@ -1045,6 +1058,11 @@ namespace MWPhysics return physactor && physactor->getOnGround(); } + bool PhysicsSystem::isIdle(const MWWorld::Ptr &actor) + { + Actor* physactor = getActor(actor); + return physactor && physactor->getIdle(); + } bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel) { const Actor* physicActor = getActor(actor); @@ -1337,6 +1355,10 @@ namespace MWPhysics cmode = !cmode; found->second->enableCollisionMode(cmode); found->second->enableCollisionBody(cmode); + + if (cmode) + queueObjectMovement(MWMechanics::getPlayer(), osg::Vec3f(0, 0, -0.1f)); + return cmode; } @@ -1456,6 +1478,13 @@ namespace MWPhysics for (std::set::iterator it = mAnimatedObjects.begin(); it != mAnimatedObjects.end(); ++it) (*it)->animateCollisionShapes(mCollisionWorld); + mIdleUpdateTimer -= dt; + if (mIdleUpdateTimer <= 0.f) + { + mIdleUpdateTimer = 0.5f; + updateIdle(); + } + #ifndef BT_NO_PROFILE CProfileManager::Reset(); CProfileManager::Increment_Frame_Counter(); diff --git a/apps/openmw/mwphysics/physicssystem.hpp b/apps/openmw/mwphysics/physicssystem.hpp index 3ef9990f5..fe2433ce0 100644 --- a/apps/openmw/mwphysics/physicssystem.hpp +++ b/apps/openmw/mwphysics/physicssystem.hpp @@ -124,6 +124,7 @@ namespace MWPhysics bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const; bool isOnGround (const MWWorld::Ptr& actor); + bool isIdle (const MWWorld::Ptr& actor); bool canMoveToWaterSurface (const MWWorld::ConstPtr &actor, const float waterlevel); @@ -173,6 +174,7 @@ namespace MWPhysics private: void updateWater(); + void updateIdle(); osg::ref_ptr mUnrefQueue; @@ -221,6 +223,7 @@ namespace MWPhysics osg::ref_ptr mParentNode; float mPhysicsDt; + float mIdleUpdateTimer; PhysicsSystem (const PhysicsSystem&); PhysicsSystem& operator= (const PhysicsSystem&); diff --git a/apps/openmw/mwscript/miscextensions.cpp b/apps/openmw/mwscript/miscextensions.cpp index 59f2cc9c6..83ecaff33 100644 --- a/apps/openmw/mwscript/miscextensions.cpp +++ b/apps/openmw/mwscript/miscextensions.cpp @@ -700,6 +700,8 @@ namespace MWScript virtual void execute (Interpreter::Runtime& runtime) { + MWWorld::Ptr ptr = R()(runtime); + MWBase::Environment::get().getWorld()->queueMovement(ptr, osg::Vec3f(0, 0, -0.1f)); } }; diff --git a/apps/openmw/mwstate/statemanagerimp.cpp b/apps/openmw/mwstate/statemanagerimp.cpp index c1bb589e8..911e0ebdc 100644 --- a/apps/openmw/mwstate/statemanagerimp.cpp +++ b/apps/openmw/mwstate/statemanagerimp.cpp @@ -506,7 +506,7 @@ void MWState::StateManager::loadGame (const Character *character, const std::str if (firstPersonCam != MWBase::Environment::get().getWorld()->isFirstPerson()) MWBase::Environment::get().getWorld()->togglePOV(); - MWWorld::ConstPtr ptr = MWMechanics::getPlayer(); + const MWWorld::Ptr ptr = MWMechanics::getPlayer(); if (ptr.isInCell()) { @@ -538,6 +538,9 @@ void MWState::StateManager::loadGame (const Character *character, const std::str // Since we passed "changeEvent=false" to changeCell, we shouldn't have triggered the cell change flag. // But make sure the flag is cleared anyway in case it was set from an earlier game. MWBase::Environment::get().getWorld()->markCellAsUnchanged(); + + // Workaround to fix camera position upon game load + MWBase::Environment::get().getWorld()->queueMovement(ptr, osg::Vec3f(0, 0, 0)); } catch (const std::exception& e) { diff --git a/apps/openmw/mwworld/worldimp.cpp b/apps/openmw/mwworld/worldimp.cpp index 13bfc32b3..5b11dd370 100644 --- a/apps/openmw/mwworld/worldimp.cpp +++ b/apps/openmw/mwworld/worldimp.cpp @@ -1314,8 +1314,6 @@ namespace MWWorld if (pos.z() < terrainHeight) pos.z() = terrainHeight; - pos.z() += 20; // place slightly above. will snap down to ground with code below - if (force || !isFlying(ptr)) { osg::Vec3f traced = mPhysics->traceDown(ptr, pos, 500); @@ -2157,6 +2155,11 @@ namespace MWWorld return mPhysics->isOnGround(ptr); } + bool World::isIdle(const MWWorld::Ptr &ptr) const + { + return mPhysics->isIdle(ptr); + } + void World::togglePOV() { mRendering->togglePOV(); diff --git a/apps/openmw/mwworld/worldimp.hpp b/apps/openmw/mwworld/worldimp.hpp index 40a22af5d..133e6d8fe 100644 --- a/apps/openmw/mwworld/worldimp.hpp +++ b/apps/openmw/mwworld/worldimp.hpp @@ -489,6 +489,7 @@ namespace MWWorld bool isWading(const MWWorld::ConstPtr &object) const override; bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const override; bool isOnGround(const MWWorld::Ptr &ptr) const override; + bool isIdle(const MWWorld::Ptr &ptr) const override; osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const override; From f8655d2425a8d8a86b8c916b00f5327b1c816228 Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Mon, 14 May 2018 20:38:53 +0400 Subject: [PATCH 2/2] Use actor's physics position as a ray origin in tracer --- apps/openmw/mwphysics/physicssystem.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/apps/openmw/mwphysics/physicssystem.cpp b/apps/openmw/mwphysics/physicssystem.cpp index 1cff6b522..412e5e5b3 100644 --- a/apps/openmw/mwphysics/physicssystem.cpp +++ b/apps/openmw/mwphysics/physicssystem.cpp @@ -249,7 +249,7 @@ namespace MWPhysics // Check if we actually found a valid spawn point (use an infinitely thin ray this time). // Required for some broken door destinations in Morrowind.esm, where the spawn point // intersects with other geometry if the actor's base is taken into account - btVector3 from = toBullet(position); + btVector3 from = toBullet(position + offset); btVector3 to = from - btVector3(0,0,maxHeight); btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);