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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-20 20:09:41 +00:00
make unstucking slightly smarter (can turn itself off, also acts like flat ground)
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parent
8f996d0bce
commit
40265bf118
2 changed files with 46 additions and 1 deletions
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@ -159,6 +159,24 @@ namespace MWPhysics
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MWWorld::Ptr getStandingOnPtr() const;
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void setStandingOnPtr(const MWWorld::Ptr& ptr);
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unsigned int getStuckFrames() const
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{
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return mStuckFrames;
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}
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void setStuckFrames(unsigned int frames)
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{
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mStuckFrames = frames;
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}
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const osg::Vec3f &getLastStuckPosition() const
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{
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return mLastStuckPosition;
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}
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void setLastStuckPosition(osg::Vec3f position)
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{
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mLastStuckPosition = position;
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}
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private:
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MWWorld::Ptr mStandingOnPtr;
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/// Removes then re-adds the collision object to the dynamics world
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@ -192,6 +210,9 @@ namespace MWPhysics
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btTransform mLocalTransform;
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mutable std::mutex mPositionMutex;
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unsigned int mStuckFrames;
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osg::Vec3f mLastStuckPosition;
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osg::Vec3f mForce;
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std::atomic<bool> mOnGround;
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std::atomic<bool> mOnSlope;
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@ -204,7 +204,7 @@ namespace MWPhysics
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osg::Vec3f lastSlideNormalFallback(0,0,1);
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bool forceGroundTest = false;
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for (int iterations = 0; iterations < sMaxIterations && remainingTime > 0.01f; ++iterations)
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for (int iterations = 0; iterations < sMaxIterations && remainingTime > 0.0001f; ++iterations)
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{
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osg::Vec3f nextpos = newPosition + velocity * remainingTime;
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@ -394,6 +394,12 @@ namespace MWPhysics
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isOnGround = false;
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}
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}
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// forcibly treat stuck actors as if they're on flat ground because buggy collisions when inside of things can/will break ground detection
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if(physicActor->getStuckFrames() > 0)
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{
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isOnGround = true;
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isOnSlope = false;
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}
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}
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if((isOnGround && !isOnSlope) || newPosition.z() < swimlevel || actor.mFlying)
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@ -437,6 +443,17 @@ namespace MWPhysics
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auto* collisionObject = physicActor->getCollisionObject();
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auto tempPosition = actor.mPosition;
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if(physicActor->getStuckFrames() >= 10)
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{
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if((physicActor->getLastStuckPosition() - actor.mPosition).length2() < 100)
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return;
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else
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{
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physicActor->setStuckFrames(0);
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physicActor->setLastStuckPosition({0, 0, 0});
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}
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}
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// use vanilla-accurate collision hull position hack (do same hitbox offset hack as movement solver)
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// if vanilla compatibility didn't matter, the "correct" collision hull position would be physicActor->getScaledMeshTranslation()
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const auto verticalHalfExtent = osg::Vec3f(0.0, 0.0, physicActor->getHalfExtents().z());
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@ -470,6 +487,8 @@ namespace MWPhysics
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auto contactCallback = gatherContacts({0.0, 0.0, 0.0});
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if(contactCallback.mDistance < -sAllowedPenetration)
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{
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physicActor->setStuckFrames(physicActor->getStuckFrames() + 1);
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physicActor->setLastStuckPosition(actor.mPosition);
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// we are; try moving it out of the world
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auto positionDelta = contactCallback.mContactSum;
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// limit rejection delta to the largest known individual rejections
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@ -502,6 +521,11 @@ namespace MWPhysics
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}
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}
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}
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else
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{
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physicActor->setStuckFrames(0);
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physicActor->setLastStuckPosition({0, 0, 0});
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}
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collisionObject->setWorldTransform(oldTransform);
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actor.mPosition = tempPosition;
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