mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-21 10:23:52 +00:00
Modify projectile collision to work with async physics
This commit is contained in:
parent
dc7b48e92e
commit
66fe3b0d38
12 changed files with 245 additions and 209 deletions
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@ -610,8 +610,6 @@ namespace MWBase
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virtual bool isPlayerInJail() const = 0;
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virtual void manualProjectileHit(int projectileId, const MWWorld::Ptr& target, const osg::Vec3f& pos) = 0;
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virtual void rest(double hours) = 0;
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virtual void rechargeItems(double duration, bool activeOnly) = 0;
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@ -26,12 +26,13 @@ namespace MWPhysics
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if (convexResult.m_hitCollisionObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Projectile)
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{
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Projectile* projectileHolder = static_cast<Projectile*>(convexResult.m_hitCollisionObject->getUserPointer());
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int projectileId = projectileHolder->getProjectileId();
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if (!projectileHolder->isActive())
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return btScalar(1);
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PtrHolder* targetHolder = static_cast<PtrHolder*>(mMe->getUserPointer());
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const MWWorld::Ptr target = targetHolder->getPtr();
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osg::Vec3f pos = Misc::Convert::makeOsgVec3f(convexResult.m_hitPointLocal);
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MWBase::Environment::get().getWorld()->manualProjectileHit(projectileId, target, pos);
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projectileHolder->hit(target, pos);
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return btScalar(1);
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}
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@ -17,6 +17,7 @@
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#include "mtphysics.hpp"
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#include "object.hpp"
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#include "physicssystem.hpp"
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#include "projectile.hpp"
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namespace
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{
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@ -455,6 +456,11 @@ namespace MWPhysics
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object->commitPositionChange();
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mCollisionWorld->updateSingleAabb(object->getCollisionObject());
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}
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else if (const auto projectile = std::dynamic_pointer_cast<Projectile>(p))
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{
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projectile->commitPositionChange();
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mCollisionWorld->updateSingleAabb(projectile->getCollisionObject());
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}
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};
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}
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@ -115,11 +115,7 @@ namespace MWPhysics
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mObjects.clear();
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mActors.clear();
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for (ProjectileMap::iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
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{
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delete it->second;
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}
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mProjectiles.clear();
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}
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void PhysicsSystem::setUnrefQueue(SceneUtil::UnrefQueue *unrefQueue)
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@ -255,7 +251,7 @@ namespace MWPhysics
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return 0.f;
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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, int projId) 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, int projId) const
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{
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if (from == to)
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{
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@ -305,17 +301,7 @@ namespace MWPhysics
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result.mHitPos = Misc::Convert::toOsg(resultCallback.m_hitPointWorld);
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result.mHitNormal = Misc::Convert::toOsg(resultCallback.m_hitNormalWorld);
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if (PtrHolder* ptrHolder = static_cast<PtrHolder*>(resultCallback.m_collisionObject->getUserPointer()))
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{
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result.mHitObject = ptrHolder->getPtr();
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if (group == CollisionType_Projectile)
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{
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Projectile* projectile = static_cast<Projectile*>(ptrHolder);
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result.mProjectileId = projectile->getProjectileId();
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}
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else
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result.mProjectileId = -1;
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}
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}
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return result;
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}
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@ -523,13 +509,7 @@ namespace MWPhysics
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{
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ProjectileMap::iterator foundProjectile = mProjectiles.find(projectileId);
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if (foundProjectile != mProjectiles.end())
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{
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delete foundProjectile->second;
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mProjectiles.erase(foundProjectile);
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if (projectileId == mProjectileId)
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mProjectileId--;
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}
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}
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void PhysicsSystem::updatePtr(const MWWorld::Ptr &old, const MWWorld::Ptr &updated)
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@ -583,6 +563,14 @@ namespace MWPhysics
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return nullptr;
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}
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Projectile* PhysicsSystem::getProjectile(int projectileId) const
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{
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ProjectileMap::const_iterator found = mProjectiles.find(projectileId);
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if (found != mProjectiles.end())
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return found->second.get();
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return nullptr;
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}
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void PhysicsSystem::updateScale(const MWWorld::Ptr &ptr)
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{
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ObjectMap::iterator found = mObjects.find(ptr);
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@ -608,7 +596,7 @@ namespace MWPhysics
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if (foundProjectile != mProjectiles.end())
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{
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foundProjectile->second->setPosition(position);
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mCollisionWorld->updateSingleAabb(foundProjectile->second->getCollisionObject());
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mTaskScheduler->updateSingleAabb(foundProjectile->second);
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return;
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}
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}
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@ -676,8 +664,8 @@ namespace MWPhysics
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int PhysicsSystem::addProjectile (const osg::Vec3f& position)
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{
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mProjectileId++;
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Projectile* projectile = new Projectile(mProjectileId, position, mCollisionWorld);
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mProjectiles.insert(std::make_pair(mProjectileId, projectile));
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auto projectile = std::make_shared<Projectile>(mProjectileId, position, mTaskScheduler.get());
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mProjectiles.emplace(mProjectileId, std::move(projectile));
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return mProjectileId;
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}
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@ -139,6 +139,8 @@ namespace MWPhysics
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const Object* getObject(const MWWorld::ConstPtr& ptr) const;
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Projectile* getProjectile(int projectileId) const;
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// Object or Actor
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void remove (const MWWorld::Ptr& ptr);
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@ -173,15 +175,6 @@ namespace MWPhysics
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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 override;
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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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int mProjectileId;
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};
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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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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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@ -282,7 +275,7 @@ namespace MWPhysics
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ActorMap mActors;
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using ProjectileMap = std::map<int, Projectile *>;
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using ProjectileMap = std::map<int, std::shared_ptr<Projectile>>;
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ProjectileMap mProjectiles;
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using HeightFieldMap = std::map<std::pair<int, int>, HeightField *>;
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@ -295,7 +288,7 @@ namespace MWPhysics
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float mTimeAccum;
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int mProjectileId;
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unsigned int mProjectileId;
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float mWaterHeight;
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bool mWaterEnabled;
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@ -1,24 +1,28 @@
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#include "projectile.hpp"
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#include <memory>
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#include <BulletCollision/CollisionShapes/btSphereShape.h>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include <components/resource/bulletshape.hpp>
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#include <LinearMath/btVector3.h>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/convert.hpp>
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#include <components/resource/bulletshape.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include "../mwworld/class.hpp"
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#include "collisiontype.hpp"
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#include "mtphysics.hpp"
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#include "projectile.hpp"
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namespace MWPhysics
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{
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Projectile::Projectile(int projectileId, const osg::Vec3f& position, btCollisionWorld* world)
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: mCollisionWorld(world)
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Projectile::Projectile(int projectileId, const osg::Vec3f& position, PhysicsTaskScheduler* scheduler)
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: mActive(true)
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, mTaskScheduler(scheduler)
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, mProjectileId(projectileId)
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{
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mProjectileId = projectileId;
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mShape.reset(new btSphereShape(1.f));
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mConvexShape = static_cast<btConvexShape*>(mShape.get());
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@ -32,33 +36,47 @@ Projectile::Projectile(int projectileId, const osg::Vec3f& position, btCollision
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const int collisionMask = CollisionType_World | CollisionType_HeightMap |
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CollisionType_Actor | CollisionType_Door | CollisionType_Water;
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mCollisionWorld->addCollisionObject(mCollisionObject.get(), CollisionType_Projectile, collisionMask);
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mTaskScheduler->addCollisionObject(mCollisionObject.get(), CollisionType_Projectile, collisionMask);
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commitPositionChange();
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}
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Projectile::~Projectile()
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{
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if (mCollisionObject.get())
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mCollisionWorld->removeCollisionObject(mCollisionObject.get());
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if (mCollisionObject)
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mTaskScheduler->removeCollisionObject(mCollisionObject.get());
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}
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void Projectile::updateCollisionObjectPosition()
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void Projectile::commitPositionChange()
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{
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btTransform tr = mCollisionObject->getWorldTransform();
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// osg::Vec3f scaledTranslation = mRotation * mMeshTranslation;
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// osg::Vec3f newPosition = scaledTranslation + mPosition;
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tr.setOrigin(Misc::Convert::toBullet(mPosition));
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mCollisionObject->setWorldTransform(tr);
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std::unique_lock<std::mutex> lock(mPositionMutex);
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if (mTransformUpdatePending)
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{
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mCollisionObject->setWorldTransform(mLocalTransform);
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mTransformUpdatePending = false;
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}
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}
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void Projectile::setPosition(const osg::Vec3f &position)
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{
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mPosition = position;
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updateCollisionObjectPosition();
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std::unique_lock<std::mutex> lock(mPositionMutex);
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mLocalTransform.setOrigin(Misc::Convert::toBullet(position));
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mTransformUpdatePending = true;
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}
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osg::Vec3f Projectile::getPosition() const
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void Projectile::hit(MWWorld::Ptr target, osg::Vec3f pos)
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{
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return mPosition;
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if (!mActive.load(std::memory_order_acquire))
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return;
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std::unique_lock<std::mutex> lock(mPositionMutex);
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mHitTarget = target;
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mHitPosition = pos;
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mActive.store(false, std::memory_order_release);
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}
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void Projectile::activate()
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{
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assert(!mActive);
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mActive.store(true, std::memory_order_release);
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}
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}
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@ -1,18 +1,23 @@
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#ifndef OPENMW_MWPHYSICS_PROJECTILE_H
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#define OPENMW_MWPHYSICS_PROJECTILE_H
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <components/misc/convert.hpp>
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#include "ptrholder.hpp"
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#include <osg/Vec3f>
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#include <osg/Quat>
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#include <osg/ref_ptr>
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class btCollisionWorld;
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class btCollisionShape;
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class btCollisionObject;
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class btCollisionShape;
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class btConvexShape;
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class btVector3;
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namespace osg
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{
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class Vec3f;
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}
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namespace Resource
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{
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@ -21,20 +26,21 @@ namespace Resource
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namespace MWPhysics
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{
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class Projectile : public PtrHolder
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class PhysicsTaskScheduler;
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class PhysicsSystem;
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class Projectile final : public PtrHolder
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{
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public:
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Projectile(const int projectileId, const osg::Vec3f& position, btCollisionWorld* world);
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~Projectile();
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Projectile(const int projectileId, const osg::Vec3f& position, PhysicsTaskScheduler* scheduler);
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~Projectile() override;
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btConvexShape* getConvexShape() const { return mConvexShape; }
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void updateCollisionObjectPosition();
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void commitPositionChange();
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void setPosition(const osg::Vec3f& position);
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osg::Vec3f getPosition() const;
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btCollisionObject* getCollisionObject() const
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{
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return mCollisionObject.get();
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@ -45,16 +51,43 @@ namespace MWPhysics
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return mProjectileId;
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}
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bool isActive() const
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{
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return mActive.load(std::memory_order_acquire);
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}
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MWWorld::Ptr getTarget() const
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{
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assert(!mActive);
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return mHitTarget;
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}
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osg::Vec3f getHitPos() const
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{
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assert(!mActive);
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return Misc::Convert::toOsg(mHitPosition);
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}
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void hit(MWWorld::Ptr target, osg::Vec3f pos);
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void activate();
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private:
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std::unique_ptr<btCollisionShape> mShape;
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btConvexShape* mConvexShape;
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std::unique_ptr<btCollisionObject> mCollisionObject;
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btTransform mLocalTransform;
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bool mTransformUpdatePending;
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std::atomic<bool> mActive;
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MWWorld::Ptr mHitTarget;
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osg::Vec3f mHitPosition;
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mutable std::mutex mPositionMutex;
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osg::Vec3f mPosition;
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btCollisionWorld* mCollisionWorld;
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PhysicsTaskScheduler *mTaskScheduler;
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Projectile(const Projectile&);
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Projectile& operator=(const Projectile&);
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@ -29,7 +29,7 @@ namespace MWPhysics
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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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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff, int projId=-1) 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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@ -2,6 +2,7 @@
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#include <iomanip>
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#include <memory>
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#include <osg/PositionAttitudeTransform>
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#include <components/debug/debuglog.hpp>
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@ -43,6 +44,7 @@
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#include "../mwsound/sound.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwphysics/projectile.hpp"
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namespace
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{
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@ -284,7 +286,7 @@ namespace MWWorld
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else
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state.mActorId = -1;
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std::string texture = "";
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std::string texture;
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state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, texture, state.mSourceName, state.mSpellId);
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@ -315,6 +317,7 @@ namespace MWWorld
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}
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state.mProjectileId = mPhysics->addProjectile(pos);
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state.mToDelete = false;
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mMagicBolts.push_back(state);
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}
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@ -338,6 +341,7 @@ namespace MWWorld
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SceneUtil::addEnchantedGlow(state.mNode, mResourceSystem, ptr.getClass().getEnchantmentColor(ptr));
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state.mProjectileId = mPhysics->addProjectile(pos);
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state.mToDelete = false;
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mProjectiles.push_back(state);
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}
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@ -362,65 +366,58 @@ namespace MWWorld
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return (state.mNode->getPosition() - playerPos).length2() >= farawayThreshold*farawayThreshold;
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};
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for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end();)
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for (auto& projectileState : mProjectiles)
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{
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if (isCleanable(*it))
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{
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cleanupProjectile(*it);
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it = mProjectiles.erase(it);
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}
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else
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++it;
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if (isCleanable(projectileState))
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cleanupProjectile(projectileState);
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}
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for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();)
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for (auto& magicBoltState : mMagicBolts)
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{
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if (isCleanable(*it))
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{
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cleanupMagicBolt(*it);
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it = mMagicBolts.erase(it);
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}
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else
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++it;
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if (isCleanable(magicBoltState))
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cleanupMagicBolt(magicBoltState);
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}
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}
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}
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void ProjectileManager::moveMagicBolts(float duration)
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{
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for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();)
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for (auto& magicBoltState : mMagicBolts)
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{
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if (magicBoltState.mToDelete)
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||||
continue;
|
||||
|
||||
const auto* projectile = mPhysics->getProjectile(magicBoltState.mProjectileId);
|
||||
if (!projectile->isActive())
|
||||
continue;
|
||||
// If the actor caster is gone, the magic bolt needs to be removed from the scene during the next frame.
|
||||
MWWorld::Ptr caster = it->getCaster();
|
||||
MWWorld::Ptr caster = magicBoltState.getCaster();
|
||||
if (!caster.isEmpty() && caster.getClass().isActor())
|
||||
{
|
||||
if (caster.getRefData().getCount() <= 0 || caster.getClass().getCreatureStats(caster).isDead())
|
||||
{
|
||||
cleanupMagicBolt(*it);
|
||||
it = mMagicBolts.erase(it);
|
||||
cleanupMagicBolt(magicBoltState);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
osg::Quat orient = it->mNode->getAttitude();
|
||||
osg::Quat orient = magicBoltState.mNode->getAttitude();
|
||||
static float fTargetSpellMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
|
||||
.find("fTargetSpellMaxSpeed")->mValue.getFloat();
|
||||
float speed = fTargetSpellMaxSpeed * it->mSpeed;
|
||||
float speed = fTargetSpellMaxSpeed * magicBoltState.mSpeed;
|
||||
osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
|
||||
direction.normalize();
|
||||
osg::Vec3f pos(it->mNode->getPosition());
|
||||
osg::Vec3f pos(magicBoltState.mNode->getPosition());
|
||||
osg::Vec3f newPos = pos + direction * duration * speed;
|
||||
|
||||
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
|
||||
{
|
||||
it->mSounds.at(soundIter)->setPosition(newPos);
|
||||
}
|
||||
for (const auto& sound : magicBoltState.mSounds)
|
||||
sound->setPosition(newPos);
|
||||
|
||||
it->mNode->setPosition(newPos);
|
||||
magicBoltState.mNode->setPosition(newPos);
|
||||
|
||||
mPhysics->updateProjectile(it->mProjectileId, newPos);
|
||||
mPhysics->updateProjectile(magicBoltState.mProjectileId, newPos);
|
||||
|
||||
update(*it, duration);
|
||||
update(magicBoltState, duration);
|
||||
|
||||
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
|
||||
std::vector<MWWorld::Ptr> targetActors;
|
||||
|
@ -429,7 +426,7 @@ namespace MWWorld
|
|||
|
||||
// Check for impact
|
||||
// TODO: use a proper btRigidBody / btGhostObject?
|
||||
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile, it->mProjectileId);
|
||||
const auto result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile, magicBoltState.mProjectileId);
|
||||
|
||||
bool hit = false;
|
||||
if (result.mHit)
|
||||
|
@ -443,10 +440,10 @@ namespace MWWorld
|
|||
{
|
||||
MWMechanics::CastSpell cast(caster, result.mHitObject);
|
||||
cast.mHitPosition = pos;
|
||||
cast.mId = it->mSpellId;
|
||||
cast.mSourceName = it->mSourceName;
|
||||
cast.mId = magicBoltState.mSpellId;
|
||||
cast.mSourceName = magicBoltState.mSourceName;
|
||||
cast.mStack = false;
|
||||
cast.inflict(result.mHitObject, caster, it->mEffects, ESM::RT_Target, false, true);
|
||||
cast.inflict(result.mHitObject, caster, magicBoltState.mEffects, ESM::RT_Target, false, true);
|
||||
mPhysics->reportCollision(Misc::Convert::toBullet(result.mHitPos), Misc::Convert::toBullet(result.mHitNormal));
|
||||
}
|
||||
}
|
||||
|
@ -457,45 +454,46 @@ namespace MWWorld
|
|||
|
||||
if (hit)
|
||||
{
|
||||
MWBase::Environment::get().getWorld()->explodeSpell(pos, it->mEffects, caster, result.mHitObject,
|
||||
ESM::RT_Target, it->mSpellId, it->mSourceName);
|
||||
MWBase::Environment::get().getWorld()->explodeSpell(pos, magicBoltState.mEffects, caster, result.mHitObject,
|
||||
ESM::RT_Target, magicBoltState.mSpellId, magicBoltState.mSourceName);
|
||||
|
||||
cleanupMagicBolt(*it);
|
||||
|
||||
it = mMagicBolts.erase(it);
|
||||
continue;
|
||||
cleanupMagicBolt(magicBoltState);
|
||||
}
|
||||
else
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
void ProjectileManager::moveProjectiles(float duration)
|
||||
{
|
||||
for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end();)
|
||||
for (auto& projectileState : mProjectiles)
|
||||
{
|
||||
if (projectileState.mToDelete)
|
||||
continue;
|
||||
|
||||
const auto* projectile = mPhysics->getProjectile(projectileState.mProjectileId);
|
||||
if (!projectile->isActive())
|
||||
continue;
|
||||
// gravity constant - must be way lower than the gravity affecting actors, since we're not
|
||||
// simulating aerodynamics at all
|
||||
it->mVelocity -= osg::Vec3f(0, 0, Constants::GravityConst * Constants::UnitsPerMeter * 0.1f) * duration;
|
||||
projectileState.mVelocity -= osg::Vec3f(0, 0, Constants::GravityConst * Constants::UnitsPerMeter * 0.1f) * duration;
|
||||
|
||||
osg::Vec3f pos(it->mNode->getPosition());
|
||||
osg::Vec3f newPos = pos + it->mVelocity * duration;
|
||||
osg::Vec3f pos(projectileState.mNode->getPosition());
|
||||
osg::Vec3f newPos = pos + projectileState.mVelocity * duration;
|
||||
|
||||
// rotation does not work well for throwing projectiles - their roll angle will depend on shooting direction.
|
||||
if (!it->mThrown)
|
||||
if (!projectileState.mThrown)
|
||||
{
|
||||
osg::Quat orient;
|
||||
orient.makeRotate(osg::Vec3f(0,1,0), it->mVelocity);
|
||||
it->mNode->setAttitude(orient);
|
||||
orient.makeRotate(osg::Vec3f(0,1,0), projectileState.mVelocity);
|
||||
projectileState.mNode->setAttitude(orient);
|
||||
}
|
||||
|
||||
it->mNode->setPosition(newPos);
|
||||
projectileState.mNode->setPosition(newPos);
|
||||
|
||||
mPhysics->updateProjectile(it->mProjectileId, newPos);
|
||||
mPhysics->updateProjectile(projectileState.mProjectileId, newPos);
|
||||
|
||||
update(*it, duration);
|
||||
update(projectileState, duration);
|
||||
|
||||
MWWorld::Ptr caster = it->getCaster();
|
||||
MWWorld::Ptr caster = projectileState.getCaster();
|
||||
|
||||
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
|
||||
std::vector<MWWorld::Ptr> targetActors;
|
||||
|
@ -504,103 +502,107 @@ namespace MWWorld
|
|||
|
||||
// Check for impact
|
||||
// TODO: use a proper btRigidBody / btGhostObject?
|
||||
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile, it->mProjectileId);
|
||||
const auto result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile, projectileState.mProjectileId);
|
||||
|
||||
bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos);
|
||||
|
||||
if (result.mHit || underwater)
|
||||
{
|
||||
// Try to get a Ptr to the bow that was used. It might no longer exist.
|
||||
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mIdArrow);
|
||||
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), projectileState.mIdArrow);
|
||||
MWWorld::Ptr bow = projectileRef.getPtr();
|
||||
if (!caster.isEmpty() && it->mIdArrow != it->mBowId)
|
||||
if (!caster.isEmpty() && projectileState.mIdArrow != projectileState.mBowId)
|
||||
{
|
||||
MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
|
||||
MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
||||
if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId))
|
||||
if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), projectileState.mBowId))
|
||||
bow = *invIt;
|
||||
}
|
||||
|
||||
if (caster.isEmpty())
|
||||
caster = result.mHitObject;
|
||||
|
||||
MWMechanics::projectileHit(caster, result.mHitObject, bow, projectileRef.getPtr(), result.mHit ? result.mHitPos : newPos, it->mAttackStrength);
|
||||
MWMechanics::projectileHit(caster, result.mHitObject, bow, projectileRef.getPtr(), result.mHit ? result.mHitPos : newPos, projectileState.mAttackStrength);
|
||||
mPhysics->reportCollision(Misc::Convert::toBullet(result.mHitPos), Misc::Convert::toBullet(result.mHitNormal));
|
||||
|
||||
if (underwater)
|
||||
mRendering->emitWaterRipple(newPos);
|
||||
|
||||
cleanupProjectile(*it);
|
||||
it = mProjectiles.erase(it);
|
||||
|
||||
continue;
|
||||
cleanupProjectile(projectileState);
|
||||
}
|
||||
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
void ProjectileManager::manualHit(int projectileId, const MWWorld::Ptr& target, const osg::Vec3f& pos)
|
||||
void ProjectileManager::processHits()
|
||||
{
|
||||
for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
|
||||
for (auto& projectileState : mProjectiles)
|
||||
{
|
||||
if (it->mProjectileId == projectileId)
|
||||
if (projectileState.mToDelete)
|
||||
continue;
|
||||
|
||||
auto* projectile = mPhysics->getProjectile(projectileState.mProjectileId);
|
||||
if (projectile->isActive())
|
||||
continue;
|
||||
const auto target = projectile->getTarget();
|
||||
const auto pos = projectile->getHitPos();
|
||||
MWWorld::Ptr caster = projectileState.getCaster();
|
||||
if (caster == target || !isValidTarget(caster, target))
|
||||
{
|
||||
MWWorld::Ptr caster = it->getCaster();
|
||||
if (caster == target)
|
||||
return;
|
||||
|
||||
if (!isValidTarget(caster, target))
|
||||
return;
|
||||
|
||||
if (caster.isEmpty())
|
||||
caster = target;
|
||||
|
||||
// Try to get a Ptr to the bow that was used. It might no longer exist.
|
||||
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mIdArrow);
|
||||
MWWorld::Ptr bow = projectileRef.getPtr();
|
||||
if (!caster.isEmpty() && it->mIdArrow != it->mBowId)
|
||||
{
|
||||
MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
|
||||
MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
||||
if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId))
|
||||
bow = *invIt;
|
||||
}
|
||||
|
||||
it->mHitPosition = pos;
|
||||
cleanupProjectile(*it);
|
||||
MWMechanics::projectileHit(caster, target, bow, projectileRef.getPtr(), pos, it->mAttackStrength);
|
||||
mProjectiles.erase(it);
|
||||
return;
|
||||
projectile->activate();
|
||||
continue;
|
||||
}
|
||||
|
||||
if (caster.isEmpty())
|
||||
caster = target;
|
||||
|
||||
// Try to get a Ptr to the bow that was used. It might no longer exist.
|
||||
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), projectileState.mIdArrow);
|
||||
MWWorld::Ptr bow = projectileRef.getPtr();
|
||||
if (!caster.isEmpty() && projectileState.mIdArrow != projectileState.mBowId)
|
||||
{
|
||||
MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
|
||||
MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
||||
if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), projectileState.mBowId))
|
||||
bow = *invIt;
|
||||
}
|
||||
|
||||
projectileState.mHitPosition = pos;
|
||||
cleanupProjectile(projectileState);
|
||||
MWMechanics::projectileHit(caster, target, bow, projectileRef.getPtr(), pos, projectileState.mAttackStrength);
|
||||
}
|
||||
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
|
||||
for (auto& magicBoltState : mMagicBolts)
|
||||
{
|
||||
if (it->mProjectileId == projectileId)
|
||||
if (magicBoltState.mToDelete)
|
||||
continue;
|
||||
|
||||
auto* projectile = mPhysics->getProjectile(magicBoltState.mProjectileId);
|
||||
if (projectile->isActive())
|
||||
continue;
|
||||
const auto target = projectile->getTarget();
|
||||
const auto pos = projectile->getHitPos();
|
||||
MWWorld::Ptr caster = magicBoltState.getCaster();
|
||||
if (caster == target || !isValidTarget(caster, target))
|
||||
{
|
||||
MWWorld::Ptr caster = it->getCaster();
|
||||
if (caster == target)
|
||||
return;
|
||||
|
||||
if (!isValidTarget(caster, target))
|
||||
return;
|
||||
|
||||
it->mHitPosition = pos;
|
||||
cleanupMagicBolt(*it);
|
||||
|
||||
MWMechanics::CastSpell cast(caster, target);
|
||||
cast.mHitPosition = pos;
|
||||
cast.mId = it->mSpellId;
|
||||
cast.mSourceName = it->mSourceName;
|
||||
cast.mStack = false;
|
||||
cast.inflict(target, caster, it->mEffects, ESM::RT_Target, false, true);
|
||||
|
||||
MWBase::Environment::get().getWorld()->explodeSpell(pos, it->mEffects, caster, target, ESM::RT_Target, it->mSpellId, it->mSourceName);
|
||||
mMagicBolts.erase(it);
|
||||
|
||||
return;
|
||||
projectile->activate();
|
||||
continue;
|
||||
}
|
||||
|
||||
magicBoltState.mHitPosition = pos;
|
||||
cleanupMagicBolt(magicBoltState);
|
||||
|
||||
MWMechanics::CastSpell cast(caster, target);
|
||||
cast.mHitPosition = pos;
|
||||
cast.mId = magicBoltState.mSpellId;
|
||||
cast.mSourceName = magicBoltState.mSourceName;
|
||||
cast.mStack = false;
|
||||
cast.inflict(target, caster, magicBoltState.mEffects, ESM::RT_Target, false, true);
|
||||
|
||||
MWBase::Environment::get().getWorld()->explodeSpell(pos, magicBoltState.mEffects, caster, target, ESM::RT_Target, magicBoltState.mSpellId, magicBoltState.mSourceName);
|
||||
}
|
||||
mProjectiles.erase(std::remove_if(mProjectiles.begin(), mProjectiles.end(), [](const State& state) { return state.mToDelete; }),
|
||||
mProjectiles.end());
|
||||
mMagicBolts.erase(std::remove_if(mMagicBolts.begin(), mMagicBolts.end(), [](const State& state) { return state.mToDelete; }),
|
||||
mMagicBolts.end());
|
||||
}
|
||||
|
||||
bool ProjectileManager::isValidTarget(const MWWorld::Ptr& caster, const MWWorld::Ptr& target)
|
||||
|
@ -633,12 +635,14 @@ namespace MWWorld
|
|||
{
|
||||
mParent->removeChild(state.mNode);
|
||||
mPhysics->removeProjectile(state.mProjectileId);
|
||||
state.mToDelete = true;
|
||||
}
|
||||
|
||||
void ProjectileManager::cleanupMagicBolt(ProjectileManager::MagicBoltState& state)
|
||||
{
|
||||
mParent->removeChild(state.mNode);
|
||||
mPhysics->removeProjectile(state.mProjectileId);
|
||||
state.mToDelete = true;
|
||||
for (size_t soundIter = 0; soundIter != state.mSounds.size(); soundIter++)
|
||||
{
|
||||
MWBase::Environment::get().getSoundManager()->stopSound(state.mSounds.at(soundIter));
|
||||
|
@ -647,15 +651,12 @@ namespace MWWorld
|
|||
|
||||
void ProjectileManager::clear()
|
||||
{
|
||||
for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
|
||||
{
|
||||
cleanupProjectile(*it);
|
||||
}
|
||||
for (auto& mProjectile : mProjectiles)
|
||||
cleanupProjectile(mProjectile);
|
||||
mProjectiles.clear();
|
||||
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
|
||||
{
|
||||
cleanupMagicBolt(*it);
|
||||
}
|
||||
|
||||
for (auto& mMagicBolt : mMagicBolts)
|
||||
cleanupMagicBolt(mMagicBolt);
|
||||
mMagicBolts.clear();
|
||||
}
|
||||
|
||||
|
@ -712,6 +713,7 @@ namespace MWWorld
|
|||
state.mVelocity = esm.mVelocity;
|
||||
state.mIdArrow = esm.mId;
|
||||
state.mAttackStrength = esm.mAttackStrength;
|
||||
state.mToDelete = false;
|
||||
|
||||
std::string model;
|
||||
try
|
||||
|
@ -734,7 +736,7 @@ namespace MWWorld
|
|||
mProjectiles.push_back(state);
|
||||
return true;
|
||||
}
|
||||
else if (type == ESM::REC_MPRJ)
|
||||
if (type == ESM::REC_MPRJ)
|
||||
{
|
||||
ESM::MagicBoltState esm;
|
||||
esm.load(reader);
|
||||
|
@ -743,7 +745,8 @@ namespace MWWorld
|
|||
state.mIdMagic.push_back(esm.mId);
|
||||
state.mSpellId = esm.mSpellId;
|
||||
state.mActorId = esm.mActorId;
|
||||
std::string texture = "";
|
||||
state.mToDelete = false;
|
||||
std::string texture;
|
||||
|
||||
try
|
||||
{
|
||||
|
|
|
@ -56,7 +56,7 @@ namespace MWWorld
|
|||
|
||||
void update(float dt);
|
||||
|
||||
void manualHit(int projectileId, const MWWorld::Ptr& target, const osg::Vec3f& pos);
|
||||
void processHits();
|
||||
|
||||
/// Removes all current projectiles. Should be called when switching to a new worldspace.
|
||||
void clear();
|
||||
|
@ -93,6 +93,8 @@ namespace MWWorld
|
|||
|
||||
// MW-id of an arrow projectile
|
||||
std::string mIdArrow;
|
||||
|
||||
bool mToDelete;
|
||||
};
|
||||
|
||||
struct MagicBoltState : public State
|
||||
|
|
|
@ -843,11 +843,6 @@ namespace MWWorld
|
|||
}
|
||||
}
|
||||
|
||||
void World::manualProjectileHit(int projectileId, const MWWorld::Ptr& target, const osg::Vec3f& pos)
|
||||
{
|
||||
mProjectileManager->manualHit(projectileId, target, pos);
|
||||
}
|
||||
|
||||
void World::disable (const Ptr& reference)
|
||||
{
|
||||
if (!reference.getRefData().isEnabled())
|
||||
|
@ -1498,6 +1493,7 @@ namespace MWWorld
|
|||
mProjectileManager->update(duration);
|
||||
|
||||
const auto results = mPhysics->applyQueuedMovement(duration, mDiscardMovements, frameStart, frameNumber, stats);
|
||||
mProjectileManager->processHits();
|
||||
mDiscardMovements = false;
|
||||
|
||||
for(const auto& [actor, position]: results)
|
||||
|
|
|
@ -584,8 +584,6 @@ namespace MWWorld
|
|||
RestPermitted canRest() const override;
|
||||
///< check if the player is allowed to rest
|
||||
|
||||
void manualProjectileHit(int projectileId, const MWWorld::Ptr& target, const osg::Vec3f& pos);
|
||||
|
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void rest(double hours) override;
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void rechargeItems(double duration, bool activeOnly) override;
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Reference in a new issue