Merge pull request #2748 from Capostrophic/physicssystem

mwphysics refactoring (task #5338)
pull/593/head
Bret Curtis 5 years ago committed by GitHub
commit 2a31382e20
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GPG Key ID: 4AEE18F83AFDEB23

@ -70,7 +70,9 @@ add_openmw_dir (mwworld
)
add_openmw_dir (mwphysics
physicssystem trace collisiontype actor convert object heightfield
physicssystem trace collisiontype actor convert object heightfield closestnotmerayresultcallback
contacttestresultcallback deepestnotmecontacttestresultcallback stepper movementsolver
closestnotmeconvexresultcallback
)
add_openmw_dir (mwclass

@ -0,0 +1,34 @@
#include "closestnotmeconvexresultcallback.hpp"
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
namespace MWPhysics
{
ClosestNotMeConvexResultCallback::ClosestNotMeConvexResultCallback(const btCollisionObject *me, const btVector3 &motion, btScalar minCollisionDot)
: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)),
mMe(me), mMotion(motion), mMinCollisionDot(minCollisionDot)
{
}
btScalar ClosestNotMeConvexResultCallback::addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
{
if (convexResult.m_hitCollisionObject == mMe)
return btScalar(1);
btVector3 hitNormalWorld;
if (normalInWorldSpace)
hitNormalWorld = convexResult.m_hitNormalLocal;
else
{
///need to transform normal into worldspace
hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
}
// dot product of the motion vector against the collision contact normal
btScalar dotCollision = mMotion.dot(hitNormalWorld);
if (dotCollision <= mMinCollisionDot)
return btScalar(1);
return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
}
}

@ -0,0 +1,24 @@
#ifndef OPENMW_MWPHYSICS_CLOSESTNOTMECONVEXRESULTCALLBACK_H
#define OPENMW_MWPHYSICS_CLOSESTNOTMECONVEXRESULTCALLBACK_H
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
class btCollisionObject;
namespace MWPhysics
{
class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
{
public:
ClosestNotMeConvexResultCallback(const btCollisionObject *me, const btVector3 &motion, btScalar minCollisionDot);
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace);
protected:
const btCollisionObject *mMe;
const btVector3 mMotion;
const btScalar mMinCollisionDot;
};
}
#endif

@ -0,0 +1,34 @@
#include "closestnotmerayresultcallback.hpp"
#include <algorithm>
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include "../mwworld/class.hpp"
#include "ptrholder.hpp"
namespace MWPhysics
{
ClosestNotMeRayResultCallback::ClosestNotMeRayResultCallback(const btCollisionObject* me, const std::vector<const btCollisionObject*>& targets, const btVector3& from, const btVector3& to)
: btCollisionWorld::ClosestRayResultCallback(from, to)
, mMe(me), mTargets(targets)
{
}
btScalar ClosestNotMeRayResultCallback::addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace)
{
if (rayResult.m_collisionObject == mMe)
return 1.f;
if (!mTargets.empty())
{
if ((std::find(mTargets.begin(), mTargets.end(), rayResult.m_collisionObject) == mTargets.end()))
{
PtrHolder* holder = static_cast<PtrHolder*>(rayResult.m_collisionObject->getUserPointer());
if (holder && !holder->getPtr().isEmpty() && holder->getPtr().getClass().isActor())
return 1.f;
}
}
return btCollisionWorld::ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace);
}
}

@ -0,0 +1,24 @@
#ifndef OPENMW_MWPHYSICS_CLOSESTNOTMERAYRESULTCALLBACK_H
#define OPENMW_MWPHYSICS_CLOSESTNOTMERAYRESULTCALLBACK_H
#include <vector>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
class btCollisionObject;
namespace MWPhysics
{
class ClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
public:
ClosestNotMeRayResultCallback(const btCollisionObject* me, const std::vector<const btCollisionObject*>& targets, const btVector3& from, const btVector3& to);
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace);
private:
const btCollisionObject* mMe;
const std::vector<const btCollisionObject*> mTargets;
};
}
#endif

@ -0,0 +1,16 @@
#ifndef OPENMW_MWPHYSICS_CONSTANTS_H
#define OPENMW_MWPHYSICS_CONSTANTS_H
namespace MWPhysics
{
static const float sStepSizeUp = 34.0f;
static const float sStepSizeDown = 62.0f;
static const float sMinStep = 10.f;
static const float sGroundOffset = 1.0f;
static const float sMaxSlope = 49.0f;
// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
static const int sMaxIterations = 8;
}
#endif

@ -0,0 +1,27 @@
#include "contacttestresultcallback.hpp"
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include "ptrholder.hpp"
namespace MWPhysics
{
ContactTestResultCallback::ContactTestResultCallback(const btCollisionObject* testedAgainst)
: mTestedAgainst(testedAgainst)
{
}
btScalar ContactTestResultCallback::addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* col0Wrap,int partId0,int index0,
const btCollisionObjectWrapper* col1Wrap,int partId1,int index1)
{
const btCollisionObject* collisionObject = col0Wrap->m_collisionObject;
if (collisionObject == mTestedAgainst)
collisionObject = col1Wrap->m_collisionObject;
PtrHolder* holder = static_cast<PtrHolder*>(collisionObject->getUserPointer());
if (holder)
mResult.push_back(holder->getPtr());
return 0.f;
}
}

@ -0,0 +1,30 @@
#ifndef OPENMW_MWPHYSICS_CONTACTTESTRESULTCALLBACK_H
#define OPENMW_MWPHYSICS_CONTACTTESTRESULTCALLBACK_H
#include <vector>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include "../mwworld/ptr.hpp"
class btCollisionObject;
struct btCollisionObjectWrapper;
namespace MWPhysics
{
class ContactTestResultCallback : public btCollisionWorld::ContactResultCallback
{
const btCollisionObject* mTestedAgainst;
public:
ContactTestResultCallback(const btCollisionObject* testedAgainst);
virtual btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* col0Wrap,int partId0,int index0,
const btCollisionObjectWrapper* col1Wrap,int partId1,int index1);
std::vector<MWWorld::Ptr> mResult;
};
}
#endif

@ -0,0 +1,47 @@
#include "deepestnotmecontacttestresultcallback.hpp"
#include <algorithm>
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include "../mwworld/class.hpp"
#include "ptrholder.hpp"
namespace MWPhysics
{
DeepestNotMeContactTestResultCallback::DeepestNotMeContactTestResultCallback(const btCollisionObject* me, const std::vector<const btCollisionObject*>& targets, const btVector3 &origin)
: mMe(me), mTargets(targets), mOrigin(origin), mLeastDistSqr(std::numeric_limits<float>::max())
{
}
btScalar DeepestNotMeContactTestResultCallback::addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* col0Wrap,int partId0,int index0,
const btCollisionObjectWrapper* col1Wrap,int partId1,int index1)
{
const btCollisionObject* collisionObject = col1Wrap->m_collisionObject;
if (collisionObject != mMe)
{
if (!mTargets.empty())
{
if ((std::find(mTargets.begin(), mTargets.end(), collisionObject) == mTargets.end()))
{
PtrHolder* holder = static_cast<PtrHolder*>(collisionObject->getUserPointer());
if (holder && !holder->getPtr().isEmpty() && holder->getPtr().getClass().isActor())
return 0.f;
}
}
btScalar distsqr = mOrigin.distance2(cp.getPositionWorldOnA());
if(!mObject || distsqr < mLeastDistSqr)
{
mObject = collisionObject;
mLeastDistSqr = distsqr;
mContactPoint = cp.getPositionWorldOnA();
}
}
return 0.f;
}
}

@ -0,0 +1,33 @@
#ifndef OPENMW_MWPHYSICS_DEEPESTNOTMECONTACTTESTRESULTCALLBACK_H
#define OPENMW_MWPHYSICS_DEEPESTNOTMECONTACTTESTRESULTCALLBACK_H
#include <vector>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
class btCollisionObject;
namespace MWPhysics
{
class DeepestNotMeContactTestResultCallback : public btCollisionWorld::ContactResultCallback
{
const btCollisionObject* mMe;
const std::vector<const btCollisionObject*> mTargets;
// Store the real origin, since the shape's origin is its center
btVector3 mOrigin;
public:
const btCollisionObject *mObject{nullptr};
btVector3 mContactPoint{0,0,0};
btScalar mLeastDistSqr;
DeepestNotMeContactTestResultCallback(const btCollisionObject* me, const std::vector<const btCollisionObject*>& targets, const btVector3 &origin);
virtual btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* col0Wrap,int partId0,int index0,
const btCollisionObjectWrapper* col1Wrap,int partId1,int index1);
};
}
#endif

@ -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"
@ -46,487 +44,14 @@
#include "object.hpp"
#include "heightfield.hpp"
#include "hasspherecollisioncallback.hpp"
#include "deepestnotmecontacttestresultcallback.hpp"
#include "closestnotmerayresultcallback.hpp"
#include "contacttestresultcallback.hpp"
#include "constants.hpp"
#include "movementsolver.hpp"
namespace MWPhysics
{
static const float sStepSizeDown = 62.0f;
static const float sMinStep = 10.f;
static const float sGroundOffset = 1.0f;
// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
static const int sMaxIterations = 8;
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);
}
static bool canStepDown(const ActorTracer &stepper)
{
return stepper.mHitObject && isWalkableSlope(stepper.mPlaneNormal) && !isActor(stepper.mHitObject);
}
class Stepper
{
private:
const btCollisionWorld *mColWorld;
const btCollisionObject *mColObj;
ActorTracer mTracer, mUpStepper, mDownStepper;
bool mHaveMoved;
public:
Stepper(const btCollisionWorld *colWorld, const btCollisionObject *colObj)
: mColWorld(colWorld)
, mColObj(colObj)
, mHaveMoved(true)
{}
bool step(osg::Vec3f &position, const osg::Vec3f &toMove, float &remainingTime)
{
/*
* Slide up an incline or set of stairs. Should be called only after a
* collision detection otherwise unnecessary tracing will be performed.
*
* NOTE: with a small change this method can be used to step over an obstacle
* of height sStepSize.
*
* If successful return 'true' and update 'position' to the new possible
* location and adjust 'remainingTime'.
*
* If not successful return 'false'. May fail for these reasons:
* - can't move directly up from current position
* - having moved up by between epsilon() and sStepSize, can't move forward
* - having moved forward by between epsilon() and toMove,
* = moved down between 0 and just under sStepSize but slope was too steep, or
* = moved the full sStepSize down (FIXME: this could be a bug)
*
*
*
* Starting position. Obstacle or stairs with height upto sStepSize in front.
*
* +--+ +--+ |XX
* | | -------> toMove | | +--+XX
* | | | | |XXXXX
* | | +--+ | | +--+XXXXX
* | | |XX| | | |XXXXXXXX
* +--+ +--+ +--+ +--------
* ==============================================
*/
/*
* Try moving up sStepSize using stepper.
* FIXME: does not work in case there is no front obstacle but there is one above
*
* +--+ +--+
* | | | |
* | | | | |XX
* | | | | +--+XX
* | | | | |XXXXX
* +--+ +--+ +--+ +--+XXXXX
* |XX| |XXXXXXXX
* +--+ +--------
* ==============================================
*/
if (mHaveMoved)
{
mHaveMoved = false;
mUpStepper.doTrace(mColObj, position, position+osg::Vec3f(0.0f,0.0f,sStepSizeUp), mColWorld);
if(mUpStepper.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
// (TODO: shouldn't this be larger? Why bother with such a small amount?)
}
/*
* Try moving from the elevated position using tracer.
*
* +--+ +--+
* | | |YY| FIXME: collision with object YY
* | | +--+
* | |
* <------------------->| |
* +--+ +--+
* |XX| the moved amount is toMove*tracer.mFraction
* +--+
* ==============================================
*/
osg::Vec3f tracerPos = mUpStepper.mEndPos;
mTracer.doTrace(mColObj, tracerPos, tracerPos + toMove, mColWorld);
if(mTracer.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
/*
* Try moving back down sStepSizeDown using stepper.
* NOTE: if there is an obstacle below (e.g. stairs), we'll be "stepping up".
* Below diagram is the case where we "stepped over" an obstacle in front.
*
* +--+
* |YY|
* +--+ +--+
* | |
* | |
* +--+ | |
* |XX| | |
* +--+ +--+
* ==============================================
*/
mDownStepper.doTrace(mColObj, mTracer.mEndPos, mTracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), mColWorld);
if (!canStepDown(mDownStepper))
{
// Try again with increased step length
if (mTracer.mFraction < 1.0f || toMove.length2() > sMinStep*sMinStep)
return false;
osg::Vec3f direction = toMove;
direction.normalize();
mTracer.doTrace(mColObj, tracerPos, tracerPos + direction*sMinStep, mColWorld);
if (mTracer.mFraction < 0.001f)
return false;
mDownStepper.doTrace(mColObj, mTracer.mEndPos, mTracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), mColWorld);
if (!canStepDown(mDownStepper))
return false;
}
if (mDownStepper.mFraction < 1.0f)
{
// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
// TODO: stepper.mPlaneNormal does not appear to be reliable - needs more testing
// NOTE: caller's variables 'position' & 'remainingTime' are modified here
position = mDownStepper.mEndPos;
remainingTime *= (1.0f-mTracer.mFraction); // remaining time is proportional to remaining distance
mHaveMoved = true;
return true;
}
return false;
}
};
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)
@ -646,54 +171,6 @@ namespace MWPhysics
return true;
}
class DeepestNotMeContactTestResultCallback : public btCollisionWorld::ContactResultCallback
{
const btCollisionObject* mMe;
const std::vector<const btCollisionObject*> mTargets;
// Store the real origin, since the shape's origin is its center
btVector3 mOrigin;
public:
const btCollisionObject *mObject;
btVector3 mContactPoint;
btScalar mLeastDistSqr;
DeepestNotMeContactTestResultCallback(const btCollisionObject* me, const std::vector<const btCollisionObject*>& targets, const btVector3 &origin)
: mMe(me), mTargets(targets), mOrigin(origin), mObject(nullptr), mContactPoint(0,0,0),
mLeastDistSqr(std::numeric_limits<float>::max())
{ }
virtual btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* col0Wrap,int partId0,int index0,
const btCollisionObjectWrapper* col1Wrap,int partId1,int index1)
{
const btCollisionObject* collisionObject = col1Wrap->m_collisionObject;
if (collisionObject != mMe)
{
if (!mTargets.empty())
{
if ((std::find(mTargets.begin(), mTargets.end(), collisionObject) == mTargets.end()))
{
PtrHolder* holder = static_cast<PtrHolder*>(collisionObject->getUserPointer());
if (holder && !holder->getPtr().isEmpty() && holder->getPtr().getClass().isActor())
return 0.f;
}
}
btScalar distsqr = mOrigin.distance2(cp.getPositionWorldOnA());
if(!mObject || distsqr < mLeastDistSqr)
{
mObject = collisionObject;
mLeastDistSqr = distsqr;
mContactPoint = cp.getPositionWorldOnA();
}
}
return 0.f;
}
};
std::pair<MWWorld::Ptr, osg::Vec3f> PhysicsSystem::getHitContact(const MWWorld::ConstPtr& actor,
const osg::Vec3f &origin,
const osg::Quat &orient,
@ -784,35 +261,6 @@ namespace MWPhysics
return (point - Misc::Convert::toOsg(cb.m_hitPointWorld)).length();
}
class ClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
public:
ClosestNotMeRayResultCallback(const btCollisionObject* me, const std::vector<const btCollisionObject*>& targets, const btVector3& from, const btVector3& to)
: btCollisionWorld::ClosestRayResultCallback(from, to)
, mMe(me), mTargets(targets)
{
}
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace)
{
if (rayResult.m_collisionObject == mMe)
return 1.f;
if (!mTargets.empty())
{
if ((std::find(mTargets.begin(), mTargets.end(), rayResult.m_collisionObject) == mTargets.end()))
{
PtrHolder* holder = static_cast<PtrHolder*>(rayResult.m_collisionObject->getUserPointer());
if (holder && !holder->getPtr().isEmpty() && holder->getPtr().getClass().isActor())
return 1.f;
}
}
return btCollisionWorld::ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace);
}
private:
const btCollisionObject* mMe;
const std::vector<const btCollisionObject*> mTargets;
};
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
{
btVector3 btFrom = Misc::Convert::toBullet(from);
@ -957,32 +405,6 @@ namespace MWPhysics
return osg::Vec3f();
}
class ContactTestResultCallback : public btCollisionWorld::ContactResultCallback
{
public:
ContactTestResultCallback(const btCollisionObject* testedAgainst)
: mTestedAgainst(testedAgainst)
{
}
const btCollisionObject* mTestedAgainst;
std::vector<MWWorld::Ptr> mResult;
virtual btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* col0Wrap,int partId0,int index0,
const btCollisionObjectWrapper* col1Wrap,int partId1,int index1)
{
const btCollisionObject* collisionObject = col0Wrap->m_collisionObject;
if (collisionObject == mTestedAgainst)
collisionObject = col1Wrap->m_collisionObject;
PtrHolder* holder = static_cast<PtrHolder*>(collisionObject->getUserPointer());
if (holder)
mResult.push_back(holder->getPtr());
return 0.f;
}
};
std::vector<MWWorld::Ptr> PhysicsSystem::getCollisions(const MWWorld::ConstPtr &ptr, int collisionGroup, int collisionMask) const
{
btCollisionObject* me = nullptr;

@ -50,9 +50,6 @@ namespace MWPhysics
class Object;
class Actor;
static const float sMaxSlope = 49.0f;
static const float sStepSizeUp = 34.0f;
class PhysicsSystem
{
public:

@ -0,0 +1,148 @@
#include "stepper.hpp"
#include <limits>
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include "collisiontype.hpp"
#include "constants.hpp"
namespace MWPhysics
{
static bool canStepDown(const ActorTracer &stepper)
{
if (!stepper.mHitObject)
return false;
static const float sMaxSlopeCos = std::cos(osg::DegreesToRadians(sMaxSlope));
if (stepper.mPlaneNormal.z() <= sMaxSlopeCos)
return false;
return stepper.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup != CollisionType_Actor;
}
Stepper::Stepper(const btCollisionWorld *colWorld, const btCollisionObject *colObj)
: mColWorld(colWorld)
, mColObj(colObj)
, mHaveMoved(true)
{
}
bool Stepper::step(osg::Vec3f &position, const osg::Vec3f &toMove, float &remainingTime)
{
/*
* Slide up an incline or set of stairs. Should be called only after a
* collision detection otherwise unnecessary tracing will be performed.
*
* NOTE: with a small change this method can be used to step over an obstacle
* of height sStepSize.
*
* If successful return 'true' and update 'position' to the new possible
* location and adjust 'remainingTime'.
*
* If not successful return 'false'. May fail for these reasons:
* - can't move directly up from current position
* - having moved up by between epsilon() and sStepSize, can't move forward
* - having moved forward by between epsilon() and toMove,
* = moved down between 0 and just under sStepSize but slope was too steep, or
* = moved the full sStepSize down (FIXME: this could be a bug)
*
* Starting position. Obstacle or stairs with height upto sStepSize in front.
*
* +--+ +--+ |XX
* | | -------> toMove | | +--+XX
* | | | | |XXXXX
* | | +--+ | | +--+XXXXX
* | | |XX| | | |XXXXXXXX
* +--+ +--+ +--+ +--------
* ==============================================
*/
/*
* Try moving up sStepSize using stepper.
* FIXME: does not work in case there is no front obstacle but there is one above
*
* +--+ +--+
* | | | |
* | | | | |XX
* | | | | +--+XX
* | | | | |XXXXX
* +--+ +--+ +--+ +--+XXXXX
* |XX| |XXXXXXXX
* +--+ +--------
* ==============================================
*/
if (mHaveMoved)
{
mHaveMoved = false;
mUpStepper.doTrace(mColObj, position, position+osg::Vec3f(0.0f,0.0f,sStepSizeUp), mColWorld);
if (mUpStepper.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
// (TODO: shouldn't this be larger? Why bother with such a small amount?)
}
/*
* Try moving from the elevated position using tracer.
*
* +--+ +--+
* | | |YY| FIXME: collision with object YY
* | | +--+
* | |
* <------------------->| |
* +--+ +--+
* |XX| the moved amount is toMove*tracer.mFraction
* +--+
* ==============================================
*/
osg::Vec3f tracerPos = mUpStepper.mEndPos;
mTracer.doTrace(mColObj, tracerPos, tracerPos + toMove, mColWorld);
if (mTracer.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
/*
* Try moving back down sStepSizeDown using stepper.
* NOTE: if there is an obstacle below (e.g. stairs), we'll be "stepping up".
* Below diagram is the case where we "stepped over" an obstacle in front.
*
* +--+
* |YY|
* +--+ +--+
* | |
* | |
* +--+ | |
* |XX| | |
* +--+ +--+
* ==============================================
*/
mDownStepper.doTrace(mColObj, mTracer.mEndPos, mTracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), mColWorld);
if (!canStepDown(mDownStepper))
{
// Try again with increased step length
if (mTracer.mFraction < 1.0f || toMove.length2() > sMinStep*sMinStep)
return false;
osg::Vec3f direction = toMove;
direction.normalize();
mTracer.doTrace(mColObj, tracerPos, tracerPos + direction*sMinStep, mColWorld);
if (mTracer.mFraction < 0.001f)
return false;
mDownStepper.doTrace(mColObj, mTracer.mEndPos, mTracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), mColWorld);
if (!canStepDown(mDownStepper))
return false;
}
if (mDownStepper.mFraction < 1.0f)
{
// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
// TODO: stepper.mPlaneNormal does not appear to be reliable - needs more testing
// NOTE: caller's variables 'position' & 'remainingTime' are modified here
position = mDownStepper.mEndPos;
remainingTime *= (1.0f-mTracer.mFraction); // remaining time is proportional to remaining distance
mHaveMoved = true;
return true;
}
return false;
}
}

@ -0,0 +1,32 @@
#ifndef OPENMW_MWPHYSICS_STEPPER_H
#define OPENMW_MWPHYSICS_STEPPER_H
#include "trace.h"
class btCollisionObject;
class btCollisionWorld;
namespace osg
{
class Vec3f;
}
namespace MWPhysics
{
class Stepper
{
private:
const btCollisionWorld *mColWorld;
const btCollisionObject *mColObj;
ActorTracer mTracer, mUpStepper, mDownStepper;
bool mHaveMoved;
public:
Stepper(const btCollisionWorld *colWorld, const btCollisionObject *colObj);
bool step(osg::Vec3f &position, const osg::Vec3f &toMove, float &remainingTime);
};
}
#endif

@ -7,47 +7,11 @@
#include "collisiontype.hpp"
#include "actor.hpp"
#include "closestnotmeconvexresultcallback.hpp"
namespace MWPhysics
{
class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
{
public:
ClosestNotMeConvexResultCallback(const btCollisionObject *me, const btVector3 &up, btScalar minSlopeDot)
: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)),
mMe(me), mUp(up), mMinSlopeDot(minSlopeDot)
{
}
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
{
if(convexResult.m_hitCollisionObject == mMe)
return btScalar( 1 );
btVector3 hitNormalWorld;
if(normalInWorldSpace)
hitNormalWorld = convexResult.m_hitNormalLocal;
else
{
///need to transform normal into worldspace
hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
}
btScalar dotUp = mUp.dot(hitNormalWorld);
if(dotUp < mMinSlopeDot)
return btScalar(1);
return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
}
protected:
const btCollisionObject *mMe;
const btVector3 mUp;
const btScalar mMinSlopeDot;
};
void ActorTracer::doTrace(const btCollisionObject *actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world)
{
const btVector3 btstart = Misc::Convert::toBullet(start);
@ -59,22 +23,21 @@ void ActorTracer::doTrace(const btCollisionObject *actor, const osg::Vec3f& star
from.setOrigin(btstart);
to.setOrigin(btend);
ClosestNotMeConvexResultCallback newTraceCallback(actor, btstart-btend, btScalar(0.0));
const btVector3 motion = btstart-btend;
ClosestNotMeConvexResultCallback newTraceCallback(actor, motion, btScalar(0.0));
// Inherit the actor's collision group and mask
newTraceCallback.m_collisionFilterGroup = actor->getBroadphaseHandle()->m_collisionFilterGroup;
newTraceCallback.m_collisionFilterMask = actor->getBroadphaseHandle()->m_collisionFilterMask;
const btCollisionShape *shape = actor->getCollisionShape();
assert(shape->isConvex());
world->convexSweepTest(static_cast<const btConvexShape*>(shape),
from, to, newTraceCallback);
world->convexSweepTest(static_cast<const btConvexShape*>(shape), from, to, newTraceCallback);
// Copy the hit data over to our trace results struct:
if(newTraceCallback.hasHit())
{
const btVector3& tracehitnormal = newTraceCallback.m_hitNormalWorld;
mFraction = newTraceCallback.m_closestHitFraction;
mPlaneNormal = osg::Vec3f(tracehitnormal.x(), tracehitnormal.y(), tracehitnormal.z());
mPlaneNormal = Misc::Convert::toOsg(newTraceCallback.m_hitNormalWorld);
mEndPos = (end-start)*mFraction + start;
mHitPoint = Misc::Convert::toOsg(newTraceCallback.m_hitPointWorld);
mHitObject = newTraceCallback.m_hitCollisionObject;
@ -91,14 +54,15 @@ void ActorTracer::doTrace(const btCollisionObject *actor, const osg::Vec3f& star
void ActorTracer::findGround(const Actor* actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world)
{
const btVector3 btstart(start.x(), start.y(), start.z());
const btVector3 btend(end.x(), end.y(), end.z());
const btVector3 btstart = Misc::Convert::toBullet(start);
const btVector3 btend = Misc::Convert::toBullet(end);
const btTransform &trans = actor->getCollisionObject()->getWorldTransform();
btTransform from(trans.getBasis(), btstart);
btTransform to(trans.getBasis(), btend);
ClosestNotMeConvexResultCallback newTraceCallback(actor->getCollisionObject(), btstart-btend, btScalar(0.0));
const btVector3 motion = btstart-btend;
ClosestNotMeConvexResultCallback newTraceCallback(actor->getCollisionObject(), motion, btScalar(0.0));
// Inherit the actor's collision group and mask
newTraceCallback.m_collisionFilterGroup = actor->getCollisionObject()->getBroadphaseHandle()->m_collisionFilterGroup;
newTraceCallback.m_collisionFilterMask = actor->getCollisionObject()->getBroadphaseHandle()->m_collisionFilterMask;
@ -107,9 +71,8 @@ void ActorTracer::findGround(const Actor* actor, const osg::Vec3f& start, const
world->convexSweepTest(actor->getConvexShape(), from, to, newTraceCallback);
if(newTraceCallback.hasHit())
{
const btVector3& tracehitnormal = newTraceCallback.m_hitNormalWorld;
mFraction = newTraceCallback.m_closestHitFraction;
mPlaneNormal = osg::Vec3f(tracehitnormal.x(), tracehitnormal.y(), tracehitnormal.z());
mPlaneNormal = Misc::Convert::toOsg(newTraceCallback.m_hitNormalWorld);
mEndPos = (end-start)*mFraction + start;
}
else

@ -56,6 +56,7 @@
#include "../mwphysics/actor.hpp"
#include "../mwphysics/collisiontype.hpp"
#include "../mwphysics/object.hpp"
#include "../mwphysics/constants.hpp"
#include "player.hpp"
#include "manualref.hpp"

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