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https://github.com/TES3MP/openmw-tes3mp.git
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Add RayCastingInterface
This commit is contained in:
parent
e9b2e9b474
commit
0de6650add
9 changed files with 74 additions and 35 deletions
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@ -73,7 +73,7 @@ add_openmw_dir (mwworld
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add_openmw_dir (mwphysics
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physicssystem trace collisiontype actor convert object heightfield closestnotmerayresultcallback
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contacttestresultcallback deepestnotmecontacttestresultcallback stepper movementsolver
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closestnotmeconvexresultcallback
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closestnotmeconvexresultcallback raycasting
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)
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add_openmw_dir (mwclass
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@ -53,7 +53,7 @@ namespace ESM
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namespace MWPhysics
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{
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class PhysicsSystem;
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class RayCastingInterface;
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}
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namespace MWRender
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@ -120,8 +120,6 @@ namespace MWBase
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virtual void readRecord (ESM::ESMReader& reader, uint32_t type,
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const std::map<int, int>& contentFileMap) = 0;
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virtual const MWPhysics::PhysicsSystem* getPhysics() const = 0;
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virtual MWWorld::CellStore *getExterior (int x, int y) = 0;
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virtual MWWorld::CellStore *getInterior (const std::string& name) = 0;
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@ -310,6 +308,8 @@ namespace MWBase
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virtual void updateAnimatedCollisionShape(const MWWorld::Ptr &ptr) = 0;
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virtual const MWPhysics::RayCastingInterface* getRayCasting() const = 0;
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virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) = 0;
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///< cast a Ray and return true if there is an object in the ray path.
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@ -179,7 +179,7 @@ namespace MWPhysics
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{
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// First of all, try to hit where you aim to
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int hitmask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor;
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RayResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor);
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RayCastingResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor);
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if (result.mHit)
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{
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@ -262,7 +262,7 @@ namespace MWPhysics
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return (point - Misc::Convert::toOsg(cb.m_hitPointWorld)).length();
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}
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PhysicsSystem::RayResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, std::vector<MWWorld::Ptr> targets, int mask, int group) const
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RayCastingResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, std::vector<MWWorld::Ptr> targets, int mask, int group) const
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{
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btVector3 btFrom = Misc::Convert::toBullet(from);
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btVector3 btTo = Misc::Convert::toBullet(to);
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@ -299,7 +299,7 @@ namespace MWPhysics
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mCollisionWorld->rayTest(btFrom, btTo, resultCallback);
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RayResult result;
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RayCastingResult result;
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result.mHit = resultCallback.hasHit();
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if (resultCallback.hasHit())
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{
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@ -311,7 +311,7 @@ namespace MWPhysics
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return result;
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}
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PhysicsSystem::RayResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius) const
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RayCastingResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius) const
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{
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btCollisionWorld::ClosestConvexResultCallback callback(Misc::Convert::toBullet(from), Misc::Convert::toBullet(to));
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callback.m_collisionFilterGroup = 0xff;
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@ -325,7 +325,7 @@ namespace MWPhysics
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mCollisionWorld->convexSweepTest(&shape, from_, to_, callback);
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RayResult result;
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RayCastingResult result;
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result.mHit = callback.hasHit();
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if (result.mHit)
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{
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@ -346,7 +346,7 @@ namespace MWPhysics
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osg::Vec3f pos1 (physactor1->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor1->getHalfExtents().z() * 0.9)); // eye level
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osg::Vec3f pos2 (physactor2->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor2->getHalfExtents().z() * 0.9));
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RayResult result = castRay(pos1, pos2, MWWorld::ConstPtr(), std::vector<MWWorld::Ptr>(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door);
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RayCastingResult result = castRay(pos1, pos2, MWWorld::ConstPtr(), std::vector<MWWorld::Ptr>(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door);
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return !result.mHit;
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}
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@ -13,6 +13,7 @@
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#include "../mwworld/ptr.hpp"
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#include "collisiontype.hpp"
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#include "raycasting.hpp"
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namespace osg
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{
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@ -52,7 +53,7 @@ namespace MWPhysics
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class Object;
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class Actor;
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class PhysicsSystem
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class PhysicsSystem : public RayCastingInterface
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{
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public:
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PhysicsSystem (Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode);
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@ -108,25 +109,17 @@ namespace MWPhysics
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/// target vector hits the collision shape and then calculates distance from the intersection point.
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/// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful.
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/// \note Only Actor targets are supported at the moment.
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float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const;
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struct RayResult
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{
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bool mHit;
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osg::Vec3f mHitPos;
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osg::Vec3f mHitNormal;
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MWWorld::Ptr mHitObject;
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};
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float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const final;
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/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
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RayResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
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RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
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std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const;
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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const final;
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RayResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const;
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RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const final;
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/// Return true if actor1 can see actor2.
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bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const;
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bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const final;
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bool isOnGround (const MWWorld::Ptr& actor);
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41
apps/openmw/mwphysics/raycasting.hpp
Normal file
41
apps/openmw/mwphysics/raycasting.hpp
Normal file
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@ -0,0 +1,41 @@
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#ifndef OPENMW_MWPHYSICS_RAYCASTING_H
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#define OPENMW_MWPHYSICS_RAYCASTING_H
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#include <osg/Vec3f>
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#include "../mwworld/ptr.hpp"
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#include "collisiontype.hpp"
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namespace MWPhysics
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{
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struct RayCastingResult
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{
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bool mHit;
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osg::Vec3f mHitPos;
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osg::Vec3f mHitNormal;
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MWWorld::Ptr mHitObject;
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};
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class RayCastingInterface
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{
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public:
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/// Get distance from \a point to the collision shape of \a target. Uses a raycast to find where the
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/// target vector hits the collision shape and then calculates distance from the intersection point.
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/// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful.
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/// \note Only Actor targets are supported at the moment.
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virtual float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const = 0;
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/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
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virtual RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
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std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const = 0;
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virtual RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const = 0;
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/// Return true if actor1 can see actor2.
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virtual bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const = 0;
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};
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}
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#endif
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@ -17,7 +17,7 @@
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwphysics/raycasting.hpp"
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#include "npcanimation.hpp"
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@ -218,7 +218,7 @@ namespace MWRender
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const float cameraObstacleLimit = 5.0f;
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const float focalObstacleLimit = 10.f;
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const MWPhysics::PhysicsSystem* physics = MWBase::Environment::get().getWorld()->getPhysics();
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const auto* rayCasting = MWBase::Environment::get().getWorld()->getRayCasting();
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// Adjust focal point to prevent clipping.
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osg::Vec3d focal = getFocalPoint();
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@ -226,7 +226,7 @@ namespace MWRender
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float offsetLen = focalOffset.length();
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if (offsetLen > 0)
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{
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MWPhysics::PhysicsSystem::RayResult result = physics->castSphere(focal - focalOffset, focal, focalObstacleLimit);
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MWPhysics::RayCastingResult result = rayCasting->castSphere(focal - focalOffset, focal, focalObstacleLimit);
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if (result.mHit)
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{
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double adjustmentCoef = -(result.mHitPos + result.mHitNormal * focalObstacleLimit - focal).length() / offsetLen;
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@ -240,7 +240,7 @@ namespace MWRender
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mCameraDistance = std::min(mCameraDistance, mMaxNextCameraDistance);
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osg::Vec3d cameraPos;
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getPosition(focal, cameraPos);
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MWPhysics::PhysicsSystem::RayResult result = physics->castSphere(focal, cameraPos, cameraObstacleLimit);
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MWPhysics::RayCastingResult result = rayCasting->castSphere(focal, cameraPos, cameraObstacleLimit);
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if (result.mHit)
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mCameraDistance = (result.mHitPos + result.mHitNormal * cameraObstacleLimit - focal).length();
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}
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@ -424,7 +424,7 @@ namespace MWWorld
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// Check for impact
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// TODO: use a proper btRigidBody / btGhostObject?
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
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MWPhysics::RayCastingResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
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bool hit = false;
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if (result.mHit)
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@ -500,7 +500,7 @@ namespace MWWorld
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// Check for impact
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// TODO: use a proper btRigidBody / btGhostObject?
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
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MWPhysics::RayCastingResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
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bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos);
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@ -1542,6 +1542,11 @@ namespace MWWorld
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return mNavigator->updateObject(DetourNavigator::ObjectId(object), shapes, object->getCollisionObject()->getWorldTransform());
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}
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const MWPhysics::RayCastingInterface* World::getRayCasting() const
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{
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return mPhysics.get();
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}
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bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2)
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{
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int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door;
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@ -1554,7 +1559,7 @@ namespace MWWorld
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osg::Vec3f a(x1,y1,z1);
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osg::Vec3f b(x2,y2,z2);
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
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MWPhysics::RayCastingResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
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return result.mHit;
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}
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@ -2728,7 +2733,7 @@ namespace MWWorld
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if (includeWater) {
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collisionTypes |= MWPhysics::CollisionType_Water;
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}
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), collisionTypes);
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MWPhysics::RayCastingResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), collisionTypes);
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if (!result.mHit)
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return maxDist;
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@ -3091,7 +3096,7 @@ namespace MWWorld
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actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
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// Check for impact, if yes, handle hit, if not, launch projectile
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
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MWPhysics::RayCastingResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
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if (result.mHit)
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MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength);
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else
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@ -214,8 +214,6 @@ namespace MWWorld
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void readRecord (ESM::ESMReader& reader, uint32_t type,
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const std::map<int, int>& contentFileMap) override;
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const MWPhysics::PhysicsSystem* getPhysics() const override { return mPhysics.get(); }
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CellStore *getExterior (int x, int y) override;
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CellStore *getInterior (const std::string& name) override;
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@ -412,6 +410,8 @@ namespace MWWorld
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void updateAnimatedCollisionShape(const Ptr &ptr) override;
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const MWPhysics::RayCastingInterface* getRayCasting() const override;
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bool castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) override;
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///< cast a Ray and return true if there is an object in the ray path.
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