Separate MovementSolver

pull/578/head
Capostrophic 5 years ago
parent ca6cce0c7e
commit 19010ec045

@ -71,7 +71,7 @@ add_openmw_dir (mwworld
add_openmw_dir (mwphysics
physicssystem trace collisiontype actor convert object heightfield closestnotmerayresultcallback
contacttestresultcallback deepestnotmecontacttestresultcallback stepper
contacttestresultcallback deepestnotmecontacttestresultcallback stepper movementsolver
)
add_openmw_dir (mwclass

@ -0,0 +1,324 @@
#include "movementsolver.hpp"
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <BulletCollision/CollisionShapes/btCollisionShape.h>
#include <components/esm/loadgmst.hpp>
#include <components/misc/convert.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/refdata.hpp"
#include "actor.hpp"
#include "collisiontype.hpp"
#include "constants.hpp"
#include "stepper.hpp"
#include "trace.h"
namespace MWPhysics
{
static bool isActor(const btCollisionObject *obj)
{
assert(obj);
return obj->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor;
}
template <class Vec3>
static bool isWalkableSlope(const Vec3 &normal)
{
static const float sMaxSlopeCos = std::cos(osg::DegreesToRadians(sMaxSlope));
return (normal.z() > sMaxSlopeCos);
}
osg::Vec3f MovementSolver::traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight)
{
osg::Vec3f offset = actor->getCollisionObjectPosition() - ptr.getRefData().getPosition().asVec3();
ActorTracer tracer;
tracer.findGround(actor, position + offset, position + offset - osg::Vec3f(0,0,maxHeight), collisionWorld);
if (tracer.mFraction >= 1.0f)
{
actor->setOnGround(false);
return position;
}
actor->setOnGround(true);
// 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 = Misc::Convert::toBullet(position);
btVector3 to = from - btVector3(0,0,maxHeight);
btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
resultCallback1.m_collisionFilterGroup = 0xff;
resultCallback1.m_collisionFilterMask = CollisionType_World|CollisionType_HeightMap;
collisionWorld->rayTest(from, to, resultCallback1);
if (resultCallback1.hasHit() && ((Misc::Convert::toOsg(resultCallback1.m_hitPointWorld) - tracer.mEndPos + offset).length2() > 35*35
|| !isWalkableSlope(tracer.mPlaneNormal)))
{
actor->setOnSlope(!isWalkableSlope(resultCallback1.m_hitNormalWorld));
return Misc::Convert::toOsg(resultCallback1.m_hitPointWorld) + osg::Vec3f(0.f, 0.f, sGroundOffset);
}
actor->setOnSlope(!isWalkableSlope(tracer.mPlaneNormal));
return tracer.mEndPos-offset + osg::Vec3f(0.f, 0.f, sGroundOffset);
}
osg::Vec3f MovementSolver::move(osg::Vec3f position, const MWWorld::Ptr &ptr, Actor* physicActor, const osg::Vec3f &movement, float time,
bool isFlying, float waterlevel, float slowFall, const btCollisionWorld* collisionWorld,
std::map<MWWorld::Ptr, MWWorld::Ptr>& standingCollisionTracker)
{
const ESM::Position& refpos = ptr.getRefData().getPosition();
// Early-out for totally static creatures
// (Not sure if gravity should still apply?)
if (!ptr.getClass().isMobile(ptr))
return position;
// Reset per-frame data
physicActor->setWalkingOnWater(false);
// Anything to collide with?
if(!physicActor->getCollisionMode())
{
return position + (osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) *
osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))
) * movement * time;
}
const btCollisionObject *colobj = physicActor->getCollisionObject();
osg::Vec3f halfExtents = physicActor->getHalfExtents();
// NOTE: here we don't account for the collision box translation (i.e. physicActor->getPosition() - refpos.pos).
// That means the collision shape used for moving this actor is in a different spot than the collision shape
// other actors are using to collide against this actor.
// While this is strictly speaking wrong, it's needed for MW compatibility.
position.z() += halfExtents.z();
static const float fSwimHeightScale = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fSwimHeightScale")->mValue.getFloat();
float swimlevel = waterlevel + halfExtents.z() - (physicActor->getRenderingHalfExtents().z() * 2 * fSwimHeightScale);
ActorTracer tracer;
osg::Vec3f inertia = physicActor->getInertialForce();
osg::Vec3f velocity;
if (position.z() < swimlevel || isFlying)
{
velocity = (osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * movement;
}
else
{
velocity = (osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * movement;
if ((velocity.z() > 0.f && physicActor->getOnGround() && !physicActor->getOnSlope())
|| (velocity.z() > 0.f && velocity.z() + inertia.z() <= -velocity.z() && physicActor->getOnSlope()))
inertia = velocity;
else if (!physicActor->getOnGround() || physicActor->getOnSlope())
velocity = velocity + inertia;
}
// dead actors underwater will float to the surface, if the CharacterController tells us to do so
if (movement.z() > 0 && ptr.getClass().getCreatureStats(ptr).isDead() && position.z() < swimlevel)
velocity = osg::Vec3f(0,0,1) * 25;
if (ptr.getClass().getMovementSettings(ptr).mPosition[2])
{
const bool isPlayer = (ptr == MWMechanics::getPlayer());
// Advance acrobatics and set flag for GetPCJumping
if (isPlayer)
{
ptr.getClass().skillUsageSucceeded(ptr, ESM::Skill::Acrobatics, 0);
MWBase::Environment::get().getWorld()->getPlayer().setJumping(true);
}
// Decrease fatigue
if (!isPlayer || !MWBase::Environment::get().getWorld()->getGodModeState())
{
const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float fFatigueJumpBase = gmst.find("fFatigueJumpBase")->mValue.getFloat();
const float fFatigueJumpMult = gmst.find("fFatigueJumpMult")->mValue.getFloat();
const float normalizedEncumbrance = std::min(1.f, ptr.getClass().getNormalizedEncumbrance(ptr));
const float fatigueDecrease = fFatigueJumpBase + normalizedEncumbrance * fFatigueJumpMult;
MWMechanics::DynamicStat<float> fatigue = ptr.getClass().getCreatureStats(ptr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
ptr.getClass().getCreatureStats(ptr).setFatigue(fatigue);
}
ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
}
// Now that we have the effective movement vector, apply wind forces to it
if (MWBase::Environment::get().getWorld()->isInStorm())
{
osg::Vec3f stormDirection = MWBase::Environment::get().getWorld()->getStormDirection();
float angleDegrees = osg::RadiansToDegrees(std::acos(stormDirection * velocity / (stormDirection.length() * velocity.length())));
static const float fStromWalkMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fStromWalkMult")->mValue.getFloat();
velocity *= 1.f-(fStromWalkMult * (angleDegrees/180.f));
}
Stepper stepper(collisionWorld, colobj);
osg::Vec3f origVelocity = velocity;
osg::Vec3f newPosition = position;
/*
* A loop to find newPosition using tracer, if successful different from the starting position.
* nextpos is the local variable used to find potential newPosition, using velocity and remainingTime
* The initial velocity was set earlier (see above).
*/
float remainingTime = time;
for (int iterations = 0; iterations < sMaxIterations && remainingTime > 0.01f; ++iterations)
{
osg::Vec3f nextpos = newPosition + velocity * remainingTime;
// If not able to fly, don't allow to swim up into the air
if(!isFlying && nextpos.z() > swimlevel && newPosition.z() < swimlevel)
{
const osg::Vec3f down(0,0,-1);
velocity = slide(velocity, down);
// NOTE: remainingTime is unchanged before the loop continues
continue; // velocity updated, calculate nextpos again
}
if((newPosition - nextpos).length2() > 0.0001)
{
// trace to where character would go if there were no obstructions
tracer.doTrace(colobj, newPosition, nextpos, collisionWorld);
// check for obstructions
if(tracer.mFraction >= 1.0f)
{
newPosition = tracer.mEndPos; // ok to move, so set newPosition
break;
}
}
else
{
// The current position and next position are nearly the same, so just exit.
// Note: Bullet can trigger an assert in debug modes if the positions
// are the same, since that causes it to attempt to normalize a zero
// length vector (which can also happen with nearly identical vectors, since
// precision can be lost due to any math Bullet does internally). Since we
// aren't performing any collision detection, we want to reject the next
// position, so that we don't slowly move inside another object.
break;
}
// We are touching something.
if (tracer.mFraction < 1E-9f)
{
// Try to separate by backing off slighly to unstuck the solver
osg::Vec3f backOff = (newPosition - tracer.mHitPoint) * 1E-2f;
newPosition += backOff;
}
// We hit something. Check if we can step up.
float hitHeight = tracer.mHitPoint.z() - tracer.mEndPos.z() + halfExtents.z();
osg::Vec3f oldPosition = newPosition;
bool result = false;
if (hitHeight < sStepSizeUp && !isActor(tracer.mHitObject))
{
// Try to step up onto it.
// NOTE: stepMove does not allow stepping over, modifies newPosition if successful
result = stepper.step(newPosition, velocity*remainingTime, remainingTime);
}
if (result)
{
// don't let pure water creatures move out of water after stepMove
if (ptr.getClass().isPureWaterCreature(ptr) && newPosition.z() + halfExtents.z() > waterlevel)
newPosition = oldPosition;
}
else
{
// Can't move this way, try to find another spot along the plane
osg::Vec3f newVelocity = slide(velocity, tracer.mPlaneNormal);
// Do not allow sliding upward if there is gravity.
// Stepping will have taken care of that.
if(!(newPosition.z() < swimlevel || isFlying))
newVelocity.z() = std::min(newVelocity.z(), 0.0f);
if ((newVelocity-velocity).length2() < 0.01)
break;
if ((newVelocity * origVelocity) <= 0.f)
break; // ^ dot product
velocity = newVelocity;
}
}
bool isOnGround = false;
bool isOnSlope = false;
if (!(inertia.z() > 0.f) && !(newPosition.z() < swimlevel))
{
osg::Vec3f from = newPosition;
osg::Vec3f to = newPosition - (physicActor->getOnGround() ? osg::Vec3f(0,0,sStepSizeDown + 2*sGroundOffset) : osg::Vec3f(0,0,2*sGroundOffset));
tracer.doTrace(colobj, from, to, collisionWorld);
if(tracer.mFraction < 1.0f && !isActor(tracer.mHitObject))
{
const btCollisionObject* standingOn = tracer.mHitObject;
PtrHolder* ptrHolder = static_cast<PtrHolder*>(standingOn->getUserPointer());
if (ptrHolder)
standingCollisionTracker[ptr] = ptrHolder->getPtr();
if (standingOn->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Water)
physicActor->setWalkingOnWater(true);
if (!isFlying)
newPosition.z() = tracer.mEndPos.z() + sGroundOffset;
isOnGround = true;
isOnSlope = !isWalkableSlope(tracer.mPlaneNormal);
}
else
{
// standing on actors is not allowed (see above).
// in addition to that, apply a sliding effect away from the center of the actor,
// so that we do not stay suspended in air indefinitely.
if (tracer.mFraction < 1.0f && isActor(tracer.mHitObject))
{
if (osg::Vec3f(velocity.x(), velocity.y(), 0).length2() < 100.f*100.f)
{
btVector3 aabbMin, aabbMax;
tracer.mHitObject->getCollisionShape()->getAabb(tracer.mHitObject->getWorldTransform(), aabbMin, aabbMax);
btVector3 center = (aabbMin + aabbMax) / 2.f;
inertia = osg::Vec3f(position.x() - center.x(), position.y() - center.y(), 0);
inertia.normalize();
inertia *= 100;
}
}
isOnGround = false;
}
}
if((isOnGround && !isOnSlope) || newPosition.z() < swimlevel || isFlying)
physicActor->setInertialForce(osg::Vec3f(0.f, 0.f, 0.f));
else
{
inertia.z() -= time * Constants::GravityConst * Constants::UnitsPerMeter;
if (inertia.z() < 0)
inertia.z() *= slowFall;
if (slowFall < 1.f) {
inertia.x() *= slowFall;
inertia.y() *= slowFall;
}
physicActor->setInertialForce(inertia);
}
physicActor->setOnGround(isOnGround);
physicActor->setOnSlope(isOnSlope);
newPosition.z() -= halfExtents.z(); // remove what was added at the beginning
return newPosition;
}
}

@ -0,0 +1,40 @@
#ifndef OPENMW_MWPHYSICS_MOVEMENTSOLVER_H
#define OPENMW_MWPHYSICS_MOVEMENTSOLVER_H
#include <map>
#include <osg/Vec3f>
#include "../mwworld/ptr.hpp"
class btCollisionWorld;
namespace MWPhysics
{
class Actor;
class MovementSolver
{
private:
///Project a vector u on another vector v
static inline osg::Vec3f project(const osg::Vec3f& u, const osg::Vec3f &v)
{
return v * (u * v);
// ^ dot product
}
///Helper for computing the character sliding
static inline osg::Vec3f slide(const osg::Vec3f& direction, const osg::Vec3f &planeNormal)
{
return direction - project(direction, planeNormal);
}
public:
static osg::Vec3f traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight);
static osg::Vec3f move(osg::Vec3f position, const MWWorld::Ptr &ptr, Actor* physicActor, const osg::Vec3f &movement, float time,
bool isFlying, float waterlevel, float slowFall, const btCollisionWorld* collisionWorld,
std::map<MWWorld::Ptr, MWWorld::Ptr>& standingCollisionTracker);
};
}
#endif

@ -29,12 +29,10 @@
#include "../mwbase/environment.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/player.hpp"
#include "../mwrender/bulletdebugdraw.hpp"
@ -49,341 +47,11 @@
#include "deepestnotmecontacttestresultcallback.hpp"
#include "closestnotmerayresultcallback.hpp"
#include "contacttestresultcallback.hpp"
#include "stepper.hpp"
#include "constants.hpp"
#include "movementsolver.hpp"
namespace MWPhysics
{
static bool isActor(const btCollisionObject *obj)
{
assert(obj);
return obj->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor;
}
template <class Vec3>
static bool isWalkableSlope(const Vec3 &normal)
{
static const float sMaxSlopeCos = std::cos(osg::DegreesToRadians(sMaxSlope));
return (normal.z() > sMaxSlopeCos);
}
class MovementSolver
{
private:
///Project a vector u on another vector v
static inline osg::Vec3f project(const osg::Vec3f& u, const osg::Vec3f &v)
{
return v * (u * v);
// ^ dot product
}
///Helper for computing the character sliding
static inline osg::Vec3f slide(const osg::Vec3f& direction, const osg::Vec3f &planeNormal)
{
return direction - project(direction, planeNormal);
}
public:
static osg::Vec3f traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight)
{
osg::Vec3f offset = actor->getCollisionObjectPosition() - ptr.getRefData().getPosition().asVec3();
ActorTracer tracer;
tracer.findGround(actor, position + offset, position + offset - osg::Vec3f(0,0,maxHeight), collisionWorld);
if(tracer.mFraction >= 1.0f)
{
actor->setOnGround(false);
return position;
}
else
{
actor->setOnGround(true);
// 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 = Misc::Convert::toBullet(position);
btVector3 to = from - btVector3(0,0,maxHeight);
btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
resultCallback1.m_collisionFilterGroup = 0xff;
resultCallback1.m_collisionFilterMask = CollisionType_World|CollisionType_HeightMap;
collisionWorld->rayTest(from, to, resultCallback1);
if (resultCallback1.hasHit() &&
( (Misc::Convert::toOsg(resultCallback1.m_hitPointWorld) - (tracer.mEndPos-offset)).length2() > 35*35
|| !isWalkableSlope(tracer.mPlaneNormal)))
{
actor->setOnSlope(!isWalkableSlope(resultCallback1.m_hitNormalWorld));
return Misc::Convert::toOsg(resultCallback1.m_hitPointWorld) + osg::Vec3f(0.f, 0.f, sGroundOffset);
}
else
{
actor->setOnSlope(!isWalkableSlope(tracer.mPlaneNormal));
}
return tracer.mEndPos-offset + osg::Vec3f(0.f, 0.f, sGroundOffset);
}
}
static osg::Vec3f move(osg::Vec3f position, const MWWorld::Ptr &ptr, Actor* physicActor, const osg::Vec3f &movement, float time,
bool isFlying, float waterlevel, float slowFall, const btCollisionWorld* collisionWorld,
std::map<MWWorld::Ptr, MWWorld::Ptr>& standingCollisionTracker)
{
const ESM::Position& refpos = ptr.getRefData().getPosition();
// Early-out for totally static creatures
// (Not sure if gravity should still apply?)
if (!ptr.getClass().isMobile(ptr))
return position;
// Reset per-frame data
physicActor->setWalkingOnWater(false);
// Anything to collide with?
if(!physicActor->getCollisionMode())
{
return position + (osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) *
osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))
) * movement * time;
}
const btCollisionObject *colobj = physicActor->getCollisionObject();
osg::Vec3f halfExtents = physicActor->getHalfExtents();
// NOTE: here we don't account for the collision box translation (i.e. physicActor->getPosition() - refpos.pos).
// That means the collision shape used for moving this actor is in a different spot than the collision shape
// other actors are using to collide against this actor.
// While this is strictly speaking wrong, it's needed for MW compatibility.
position.z() += halfExtents.z();
static const float fSwimHeightScale = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fSwimHeightScale")->mValue.getFloat();
float swimlevel = waterlevel + halfExtents.z() - (physicActor->getRenderingHalfExtents().z() * 2 * fSwimHeightScale);
ActorTracer tracer;
osg::Vec3f inertia = physicActor->getInertialForce();
osg::Vec3f velocity;
if(position.z() < swimlevel || isFlying)
{
velocity = (osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) *
osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * movement;
}
else
{
velocity = (osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * movement;
if ((velocity.z() > 0.f && physicActor->getOnGround() && !physicActor->getOnSlope())
|| (velocity.z() > 0.f && velocity.z() + inertia.z() <= -velocity.z() && physicActor->getOnSlope()))
inertia = velocity;
else if (!physicActor->getOnGround() || physicActor->getOnSlope())
velocity = velocity + inertia;
}
// dead actors underwater will float to the surface, if the CharacterController tells us to do so
if (movement.z() > 0 && ptr.getClass().getCreatureStats(ptr).isDead() && position.z() < swimlevel)
velocity = osg::Vec3f(0,0,1) * 25;
if (ptr.getClass().getMovementSettings(ptr).mPosition[2])
{
const bool isPlayer = (ptr == MWMechanics::getPlayer());
// Advance acrobatics and set flag for GetPCJumping
if (isPlayer)
{
ptr.getClass().skillUsageSucceeded(ptr, ESM::Skill::Acrobatics, 0);
MWBase::Environment::get().getWorld()->getPlayer().setJumping(true);
}
// Decrease fatigue
if (!isPlayer || !MWBase::Environment::get().getWorld()->getGodModeState())
{
const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float fFatigueJumpBase = gmst.find("fFatigueJumpBase")->mValue.getFloat();
const float fFatigueJumpMult = gmst.find("fFatigueJumpMult")->mValue.getFloat();
const float normalizedEncumbrance = std::min(1.f, ptr.getClass().getNormalizedEncumbrance(ptr));
const float fatigueDecrease = fFatigueJumpBase + normalizedEncumbrance * fFatigueJumpMult;
MWMechanics::DynamicStat<float> fatigue = ptr.getClass().getCreatureStats(ptr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
ptr.getClass().getCreatureStats(ptr).setFatigue(fatigue);
}
ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
}
// Now that we have the effective movement vector, apply wind forces to it
if (MWBase::Environment::get().getWorld()->isInStorm())
{
osg::Vec3f stormDirection = MWBase::Environment::get().getWorld()->getStormDirection();
float angleDegrees = osg::RadiansToDegrees(std::acos(stormDirection * velocity / (stormDirection.length() * velocity.length())));
static const float fStromWalkMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fStromWalkMult")->mValue.getFloat();
velocity *= 1.f-(fStromWalkMult * (angleDegrees/180.f));
}
Stepper stepper(collisionWorld, colobj);
osg::Vec3f origVelocity = velocity;
osg::Vec3f newPosition = position;
/*
* A loop to find newPosition using tracer, if successful different from the starting position.
* nextpos is the local variable used to find potential newPosition, using velocity and remainingTime
* The initial velocity was set earlier (see above).
*/
float remainingTime = time;
for(int iterations = 0; iterations < sMaxIterations && remainingTime > 0.01f; ++iterations)
{
osg::Vec3f nextpos = newPosition + velocity * remainingTime;
// If not able to fly, don't allow to swim up into the air
if(!isFlying && // can't fly
nextpos.z() > swimlevel && // but about to go above water
newPosition.z() < swimlevel)
{
const osg::Vec3f down(0,0,-1);
velocity = slide(velocity, down);
// NOTE: remainingTime is unchanged before the loop continues
continue; // velocity updated, calculate nextpos again
}
if((newPosition - nextpos).length2() > 0.0001)
{
// trace to where character would go if there were no obstructions
tracer.doTrace(colobj, newPosition, nextpos, collisionWorld);
// check for obstructions
if(tracer.mFraction >= 1.0f)
{
newPosition = tracer.mEndPos; // ok to move, so set newPosition
break;
}
}
else
{
// The current position and next position are nearly the same, so just exit.
// Note: Bullet can trigger an assert in debug modes if the positions
// are the same, since that causes it to attempt to normalize a zero
// length vector (which can also happen with nearly identical vectors, since
// precision can be lost due to any math Bullet does internally). Since we
// aren't performing any collision detection, we want to reject the next
// position, so that we don't slowly move inside another object.
break;
}
// We are touching something.
if (tracer.mFraction < 1E-9f)
{
// Try to separate by backing off slighly to unstuck the solver
osg::Vec3f backOff = (newPosition - tracer.mHitPoint) * 1E-2f;
newPosition += backOff;
}
// We hit something. Check if we can step up.
float hitHeight = tracer.mHitPoint.z() - tracer.mEndPos.z() + halfExtents.z();
osg::Vec3f oldPosition = newPosition;
bool result = false;
if (hitHeight < sStepSizeUp && !isActor(tracer.mHitObject))
{
// Try to step up onto it.
// NOTE: stepMove does not allow stepping over, modifies newPosition if successful
result = stepper.step(newPosition, velocity*remainingTime, remainingTime);
}
if (result)
{
// don't let pure water creatures move out of water after stepMove
if (ptr.getClass().isPureWaterCreature(ptr)
&& newPosition.z() + halfExtents.z() > waterlevel)
newPosition = oldPosition;
}
else
{
// Can't move this way, try to find another spot along the plane
osg::Vec3f newVelocity = slide(velocity, tracer.mPlaneNormal);
// Do not allow sliding upward if there is gravity.
// Stepping will have taken care of that.
if(!(newPosition.z() < swimlevel || isFlying))
newVelocity.z() = std::min(newVelocity.z(), 0.0f);
if ((newVelocity-velocity).length2() < 0.01)
break;
if ((newVelocity * origVelocity) <= 0.f)
break; // ^ dot product
velocity = newVelocity;
}
}
bool isOnGround = false;
bool isOnSlope = false;
if (!(inertia.z() > 0.f) && !(newPosition.z() < swimlevel))
{
osg::Vec3f from = newPosition;
osg::Vec3f to = newPosition - (physicActor->getOnGround() ?
osg::Vec3f(0,0,sStepSizeDown + 2*sGroundOffset) : osg::Vec3f(0,0,2*sGroundOffset));
tracer.doTrace(colobj, from, to, collisionWorld);
if(tracer.mFraction < 1.0f
&& tracer.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup != CollisionType_Actor)
{
const btCollisionObject* standingOn = tracer.mHitObject;
PtrHolder* ptrHolder = static_cast<PtrHolder*>(standingOn->getUserPointer());
if (ptrHolder)
standingCollisionTracker[ptr] = ptrHolder->getPtr();
if (standingOn->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Water)
physicActor->setWalkingOnWater(true);
if (!isFlying)
newPosition.z() = tracer.mEndPos.z() + sGroundOffset;
isOnGround = true;
isOnSlope = !isWalkableSlope(tracer.mPlaneNormal);
}
else
{
// standing on actors is not allowed (see above).
// in addition to that, apply a sliding effect away from the center of the actor,
// so that we do not stay suspended in air indefinitely.
if (tracer.mFraction < 1.0f && tracer.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor)
{
if (osg::Vec3f(velocity.x(), velocity.y(), 0).length2() < 100.f*100.f)
{
btVector3 aabbMin, aabbMax;
tracer.mHitObject->getCollisionShape()->getAabb(tracer.mHitObject->getWorldTransform(), aabbMin, aabbMax);
btVector3 center = (aabbMin + aabbMax) / 2.f;
inertia = osg::Vec3f(position.x() - center.x(), position.y() - center.y(), 0);
inertia.normalize();
inertia *= 100;
}
}
isOnGround = false;
}
}
if((isOnGround && !isOnSlope) || newPosition.z() < swimlevel || isFlying)
physicActor->setInertialForce(osg::Vec3f(0.f, 0.f, 0.f));
else
{
inertia.z() -= time * Constants::GravityConst * Constants::UnitsPerMeter;
if (inertia.z() < 0)
inertia.z() *= slowFall;
if (slowFall < 1.f) {
inertia.x() *= slowFall;
inertia.y() *= slowFall;
}
physicActor->setInertialForce(inertia);
}
physicActor->setOnGround(isOnGround);
physicActor->setOnSlope(isOnSlope);
newPosition.z() -= halfExtents.z(); // remove what was added at the beginning
return newPosition;
}
};
// ---------------------------------------------------------------
PhysicsSystem::PhysicsSystem(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode)
: mShapeManager(new Resource::BulletShapeManager(resourceSystem->getVFS(), resourceSystem->getSceneManager(), resourceSystem->getNifFileManager()))
, mResourceSystem(resourceSystem)

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