#include "physicssystem.hpp" #include #include #include #include #include #include #include #include #include #include //#include "../mwbase/world.hpp" // FIXME #include "../mwbase/environment.hpp" #include "ptr.hpp" #include "class.hpp" using namespace Ogre; namespace MWWorld { static const float sMaxSlope = 60.0f; class MovementSolver { private: static bool stepMove(Ogre::Vector3& position, const Ogre::Vector3 &velocity, float remainingTime, float verticalRotation, const Ogre::Vector3 &halfExtents, bool isInterior, OEngine::Physic::PhysicEngine *engine) { traceResults trace; // no initialization needed newtrace(&trace, position+Ogre::Vector3(0.0f,0.0f,STEPSIZE), position+Ogre::Vector3(0.0f,0.0f,STEPSIZE)+velocity*remainingTime, halfExtents, verticalRotation, isInterior, engine); if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > sMaxSlope)) return false; newtrace(&trace, trace.endpos, trace.endpos-Ogre::Vector3(0,0,STEPSIZE), halfExtents, verticalRotation, isInterior, engine); if(getSlope(trace.planenormal) < sMaxSlope) { // only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall. position = trace.endpos; return true; } return false; } static void clipVelocity(const Ogre::Vector3& in, const Ogre::Vector3& normal, Ogre::Vector3& out, const float overbounce) { //Math stuff. Basically just project the velocity vector onto the plane represented by the normal. //More specifically, it projects velocity onto the normal, takes that result, multiplies it by overbounce and then subtracts it from velocity. float backoff; backoff = in.dotProduct(normal); if(backoff < 0.0f) backoff *= overbounce; else backoff /= overbounce; out = in - (normal*backoff); } static void projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction) { Ogre::Vector3 normalizedDirection(direction); normalizedDirection.normalise(); // no divide by normalizedDirection.length necessary because it's normalized velocity = normalizedDirection * velocity.dotProduct(normalizedDirection); } static float getSlope(const Ogre::Vector3 &normal) { return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees(); } public: static Ogre::Vector3 move(const MWWorld::Ptr &ptr, Ogre::Vector3 movement, float time, bool gravity, OEngine::Physic::PhysicEngine *engine) { const ESM::Position &refpos = ptr.getRefData().getPosition(); Ogre::Vector3 position(refpos.pos); /* Anything to collide with? */ OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle()); if(!physicActor || !physicActor->getCollisionMode()) { // FIXME: This works, but it's inconcsistent with how the rotations are applied elsewhere. Why? return position + (Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)* Ogre::Quaternion(Ogre::Radian( refpos.rot[1]), Ogre::Vector3::UNIT_Y)* Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) * movement; } traceResults trace; //no initialization needed int iterations=0, maxIterations=50; //arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared. if(!gravity) { movement = (Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)* Ogre::Quaternion(Ogre::Radian( refpos.rot[1]), Ogre::Vector3::UNIT_Y)* Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) * movement; } else { movement = Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z) * movement; } Ogre::Vector3 horizontalVelocity = movement/time; float verticalVelocity = (gravity ? physicActor->getVerticalForce() : horizontalVelocity.z); Ogre::Vector3 velocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity); // we need a copy of the velocity before we start clipping it for steps Ogre::Vector3 clippedVelocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity); float remainingTime = time; bool isInterior = !ptr.getCell()->isExterior(); float verticalRotation = physicActor->getRotation().getYaw().valueDegrees(); Ogre::Vector3 halfExtents = physicActor->getHalfExtents(); Ogre::Vector3 lastNormal(0.0f); Ogre::Vector3 currentNormal(0.0f); Ogre::Vector3 up(0.0f, 0.0f, 1.0f); Ogre::Vector3 newPosition = position; if(gravity) { newtrace(&trace, position, position+Ogre::Vector3(0,0,-10), halfExtents, verticalRotation, isInterior, engine); if(trace.fraction < 1.0f) { if(getSlope(trace.planenormal) > sMaxSlope) { // if we're on a really steep slope, don't listen to user input clippedVelocity.x = clippedVelocity.y = 0.0f; } else { // if we're within 10 units of the ground, force velocity to track the ground clipVelocity(clippedVelocity, trace.planenormal, clippedVelocity, 1.0f); } } } do { // trace to where character would go if there were no obstructions newtrace(&trace, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, verticalRotation, isInterior, engine); newPosition = trace.endpos; currentNormal = trace.planenormal; remainingTime = remainingTime * (1.0f-trace.fraction); // check for obstructions if(trace.fraction < 1.0f) { //std::cout<<"angle: "< sMaxSlope || currentNormal == lastNormal) { if(!stepMove(newPosition, velocity, remainingTime, verticalRotation, halfExtents, isInterior, engine)) { Ogre::Vector3 resultantDirection = currentNormal.crossProduct(up); resultantDirection.normalise(); clippedVelocity = velocity; projectVelocity(clippedVelocity, resultantDirection); // just this isn't enough sometimes. It's the same problem that causes steps to be necessary on even uphill terrain. clippedVelocity += currentNormal*clippedVelocity.length()/50.0f; //std::cout<< "clipped velocity: "<setVerticalForce(verticalVelocity - time*400.0f); return newPosition; } }; PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) : mRender(_rend), mEngine(0), mFreeFly (true) { playerphysics = new playerMove; // Create physics. shapeLoader is deleted by the physic engine NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader(); mEngine = new OEngine::Physic::PhysicEngine(shapeLoader); playerphysics->mEngine = mEngine; } PhysicsSystem::~PhysicsSystem() { delete mEngine; delete playerphysics; } OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine() { return mEngine; } std::pair PhysicsSystem::getFacedHandle (MWWorld::World& world, float queryDistance) { btVector3 dir(0, 1, 0); dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch); dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw); dir.setX(-dir.x()); btVector3 origin( mPlayerData.eyepos.x, mPlayerData.eyepos.y, mPlayerData.eyepos.z); origin += dir * 5; btVector3 dest = origin + dir * queryDistance; std::pair result; /*auto*/ result = mEngine->rayTest(origin, dest); result.second *= queryDistance; return std::make_pair (result.second, result.first); } std::vector < std::pair > PhysicsSystem::getFacedHandles (float queryDistance) { btVector3 dir(0, 1, 0); dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch); dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw); dir.setX(-dir.x()); btVector3 origin( mPlayerData.eyepos.x, mPlayerData.eyepos.y, mPlayerData.eyepos.z); origin += dir * 5; btVector3 dest = origin + dir * queryDistance; std::vector < std::pair > results; /* auto */ results = mEngine->rayTest2(origin, dest); std::vector < std::pair >::iterator i; for (/* auto */ i = results.begin (); i != results.end (); ++i) i->first *= queryDistance; return results; } std::vector < std::pair > PhysicsSystem::getFacedHandles (float mouseX, float mouseY, float queryDistance) { Ray ray = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY); Ogre::Vector3 from = ray.getOrigin(); Ogre::Vector3 to = ray.getPoint(queryDistance); btVector3 _from, _to; // OGRE to MW coordinates _from = btVector3(from.x, -from.z, from.y); _to = btVector3(to.x, -to.z, to.y); std::vector < std::pair > results; /* auto */ results = mEngine->rayTest2(_from,_to); std::vector < std::pair >::iterator i; for (/* auto */ i = results.begin (); i != results.end (); ++i) i->first *= queryDistance; return results; } void PhysicsSystem::setCurrentWater(bool hasWater, int waterHeight) { playerphysics->hasWater = hasWater; if(hasWater){ playerphysics->waterHeight = waterHeight; } for(std::map::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++) { it->second->setCurrentWater(hasWater, waterHeight); } } btVector3 PhysicsSystem::getRayPoint(float extent) { //get a ray pointing to the center of the viewport Ray centerRay = mRender.getCamera()->getCameraToViewportRay( mRender.getViewport()->getWidth()/2, mRender.getViewport()->getHeight()/2); btVector3 result(centerRay.getPoint(extent).x,-centerRay.getPoint(extent).z,centerRay.getPoint(extent).y); return result; } btVector3 PhysicsSystem::getRayPoint(float extent, float mouseX, float mouseY) { //get a ray pointing to the center of the viewport Ray centerRay = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY); btVector3 result(centerRay.getPoint(extent).x,-centerRay.getPoint(extent).z,centerRay.getPoint(extent).y); return result; } bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to) { btVector3 _from, _to; _from = btVector3(from.x, from.y, from.z); _to = btVector3(to.x, to.y, to.z); std::pair result = mEngine->rayTest(_from, _to); return !(result.first == ""); } std::pair PhysicsSystem::castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len) { Ogre::Ray ray = Ogre::Ray(orig, dir); Ogre::Vector3 to = ray.getPoint(len); btVector3 btFrom = btVector3(orig.x, orig.y, orig.z); btVector3 btTo = btVector3(to.x, to.y, to.z); std::pair test = mEngine->rayTest(btFrom, btTo); if (test.first == "") { return std::make_pair(false, Ogre::Vector3()); } return std::make_pair(true, ray.getPoint(len * test.second)); } std::pair PhysicsSystem::castRay(float mouseX, float mouseY) { Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay( mouseX, mouseY); Ogre::Vector3 from = ray.getOrigin(); Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable btVector3 _from, _to; // OGRE to MW coordinates _from = btVector3(from.x, -from.z, from.y); _to = btVector3(to.x, -to.z, to.y); std::pair result = mEngine->rayTest(_from, _to); if (result.first == "") return std::make_pair(false, Ogre::Vector3()); else { return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable } } Ogre::Vector3 PhysicsSystem::move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time, bool gravity) { return MovementSolver::move(ptr, movement, time, gravity, mEngine); } void PhysicsSystem::addHeightField (float* heights, int x, int y, float yoffset, float triSize, float sqrtVerts) { mEngine->addHeightField(heights, x, y, yoffset, triSize, sqrtVerts); } void PhysicsSystem::removeHeightField (int x, int y) { mEngine->removeHeightField(x, y); } void PhysicsSystem::addObject (const Ptr& ptr) { std::string mesh = MWWorld::Class::get(ptr).getModel(ptr); Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); handleToMesh[node->getName()] = mesh; OEngine::Physic::RigidBody* body = mEngine->createAndAdjustRigidBody(mesh, node->getName(), node->getScale().x, node->getPosition(), node->getOrientation()); mEngine->addRigidBody(body); } void PhysicsSystem::addActor (const Ptr& ptr) { std::string mesh = MWWorld::Class::get(ptr).getModel(ptr); Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); //TODO:optimize this. Searching the std::map isn't very efficient i think. mEngine->addCharacter(node->getName(), mesh, node->getPosition(), node->getScale().x, node->getOrientation()); } void PhysicsSystem::removeObject (const std::string& handle) { //TODO:check if actor??? mEngine->removeCharacter(handle); mEngine->removeRigidBody(handle); mEngine->deleteRigidBody(handle); } void PhysicsSystem::moveObject (const Ptr& ptr) { Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); std::string handle = node->getName(); Ogre::Vector3 position = node->getPosition(); if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle)) { // TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow // start positions others than 0, 0, 0 if(dynamic_cast(body->getCollisionShape()) == NULL){ btTransform tr = body->getWorldTransform(); tr.setOrigin(btVector3(position.x,position.y,position.z)); body->setWorldTransform(tr); } else{ //For objects that contain a box shape. //Do any such objects exist? Perhaps animated objects? mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, position, node->getOrientation()); } } if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle)) { // TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow // start positions others than 0, 0, 0 if (handle == "player") { playerphysics->ps.origin = position; } else { act->setPosition(position); } } } void PhysicsSystem::rotateObject (const Ptr& ptr) { Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); std::string handle = node->getName(); Ogre::Quaternion rotation = node->getOrientation(); if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle)) { //Needs to be changed act->setRotation(rotation); } if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle)) { if(dynamic_cast(body->getCollisionShape()) == NULL) body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w)); else mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, node->getPosition(), rotation); } } void PhysicsSystem::scaleObject (const Ptr& ptr) { Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); std::string handle = node->getName(); if(handleToMesh.find(handle) != handleToMesh.end()) { removeObject(handle); addObject(ptr); } if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle)) act->setScale(node->getScale().x); } bool PhysicsSystem::toggleCollisionMode() { playerphysics->ps.move_type = (playerphysics->ps.move_type == PM_NOCLIP ? PM_NORMAL : PM_NOCLIP); for(std::map::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++) { if (it->first=="player") { OEngine::Physic::PhysicActor* act = it->second; bool cmode = act->getCollisionMode(); if(cmode) { act->enableCollisions(false); mFreeFly = true; return false; } else { mFreeFly = false; act->enableCollisions(true); return true; } } } throw std::logic_error ("can't find player"); } bool PhysicsSystem::getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max) { std::string model = MWWorld::Class::get(ptr).getModel(ptr); if (model.empty()) { return false; } btVector3 btMin, btMax; float scale = ptr.getCellRef().mScale; mEngine->getObjectAABB(model, scale, btMin, btMax); min.x = btMin.x(); min.y = btMin.y(); min.z = btMin.z(); max.x = btMax.x(); max.y = btMax.y(); max.z = btMax.z(); return true; } void PhysicsSystem::updatePlayerData(Ogre::Vector3 &eyepos, float pitch, float yaw) { mPlayerData.eyepos = eyepos; mPlayerData.pitch = pitch; mPlayerData.yaw = yaw; } }