@ -55,29 +55,46 @@ namespace MWPhysics
static const float sMaxSlope = 49.0f ;
static const float sStepSizeUp = 34.0f ;
static const float sStepSizeDown = 62.0f ;
static const float sMinStep = 10.f ;
// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
static const int sMaxIterations = 8 ;
// FIXME: move to a separate file
class MovementSolver
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 :
static float getSlope ( osg : : Vec3f normal )
{
normal . normalize ( ) ;
return osg : : RadiansToDegrees ( std : : acos ( normal * osg : : Vec3f ( 0.f , 0.f , 1.f ) ) ) ;
}
const btCollisionWorld * mColWorld ;
const btCollisionObject * mColObj ;
enum StepMoveResult
{
Result_Blocked , // unable to move over obstacle
Result_MaxSlope , // unable to end movement on this slope
Result_Success
} ;
ActorTracer mTracer , mUpStepper , mDownStepper ;
bool mHaveMoved ;
static StepMoveResult stepMove ( const btCollisionObject * colobj , osg : : Vec3f & position ,
const osg : : Vec3f & toMove , float & remainingTime , const btCollisionWorld * collisionWorld )
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
@ -123,12 +140,14 @@ namespace MWPhysics
* + - - + + - - - - - - - -
* = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
ActorTracer tracer , stepper ;
stepper . doTrace ( colobj , position , position + osg : : Vec3f ( 0.0f , 0.0f , sStepSizeUp ) , collisionWorld ) ;
if ( stepper . mFraction < std : : numeric_limits < float > : : epsilon ( ) )
return Result_Blocked ; // didn't even move the smallest representable amount
// (TODO: shouldn't this be larger? Why bother with such a small amount?)
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 .
@ -143,9 +162,10 @@ namespace MWPhysics
* + - - +
* = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
tracer . doTrace ( colobj , stepper . mEndPos , stepper . mEndPos + toMove , collisionWorld ) ;
if ( tracer . mFraction < std : : numeric_limits < float > : : epsilon ( ) )
return Result_Blocked ; // didn't even move the smallest representable amount
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 .
@ -162,26 +182,40 @@ namespace MWPhysics
* + - - + + - - +
* = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
stepper . doTrace ( colobj , tracer . mEndPos , tracer . mEndPos - osg : : Vec3f ( 0.0f , 0.0f , sStepSizeDown ) , collisionWorld ) ;
if ( getSlope ( stepper . mPlaneNormal ) > sMaxSlope )
return Result_MaxSlope ;
if ( stepper . mFraction < 1.0f )
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 )
{
// don't allow stepping up other actors
if ( stepper . mHitObject - > getBroadphaseHandle ( ) - > m_collisionFilterGroup = = CollisionType_Actor )
return Result_Blocked ;
// 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 = stepper . mEndPos ;
remainingTime * = ( 1.0f - tracer . mFraction ) ; // remaining time is proportional to remaining distance
return Result_Success ;
position = mDownStepper . mEndPos ;
remainingTime * = ( 1.0f - mTracer . mFraction ) ; // remaining time is proportional to remaining distance
mHaveMoved = true ;
return true ;
}
return Result_Blocked ;
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 )
{
@ -229,14 +263,14 @@ namespace MWPhysics
collisionWorld - > rayTest ( from , to , resultCallback1 ) ;
if ( resultCallback1 . hasHit ( ) & &
( ( toOsg ( resultCallback1 . m_hitPointWorld ) - tracer . mEndPos ) . length ( ) > 35
| | get Slope( tracer . mPlaneNormal ) > sMaxSlope ) )
( ( toOsg ( resultCallback1 . m_hitPointWorld ) - tracer . mEndPos ) . length 2 ( ) > 35 * 35
| | ! isWalkable Slope( tracer . mPlaneNormal ) ) )
{
actor - > setOnGround ( getSlope( toOsg ( resultCallback1 . m_hitNormalWorld ) ) < = sMaxSlope ) ;
actor - > setOnGround ( isWalkableSlope ( resultCallback1 . m_hitNormalWorld ) ) ;
return toOsg ( resultCallback1 . m_hitPointWorld ) + osg : : Vec3f ( 0.f , 0.f , 1.f ) ;
}
actor - > setOnGround ( get Slope( tracer . mPlaneNormal ) < = sMaxSlope ) ;
actor - > setOnGround ( isWalkable Slope( tracer . mPlaneNormal ) ) ;
return tracer . mEndPos ;
}
@ -312,8 +346,8 @@ namespace MWPhysics
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 .
@ -332,10 +366,7 @@ namespace MWPhysics
newPosition . z ( ) < = swimlevel )
{
const osg : : Vec3f down ( 0 , 0 , - 1 ) ;
float movelen = velocity . normalize ( ) ;
osg : : Vec3f reflectdir = reflect ( velocity , down ) ;
reflectdir . normalize ( ) ;
velocity = slide ( reflectdir , down ) * movelen ;
velocity = slide ( velocity , down ) ;
// NOTE: remainingTime is unchanged before the loop continues
continue ; // velocity updated, calculate nextpos again
}
@ -364,19 +395,25 @@ namespace MWPhysics
break ;
}
// We are touching something.
if ( tracer . mFraction < 1E-9 f )
{
// Try to separate by backing off slighly to unstuck the solver
const osg : : Vec3f backOff = ( newPosition - tracer . mHitPoint ) * 1E-3 f ;
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 ;
// We hit something. Try to step up onto it. (NOTE: stepMove does not allow stepping over)
// NOTE: stepMove modifies newPosition if successful
const float minStep = 10.f ;
StepMoveResult result = stepMove ( colobj , newPosition , velocity * remainingTime , remainingTime , collisionWorld ) ;
if ( result = = Result_MaxSlope & & ( velocity * remainingTime ) . length ( ) < minStep ) // to make sure the maximum stepping distance isn't framerate-dependent or movement-speed dependent
bool result = false ;
if ( hitHeight < sStepSizeUp & & ! isActor ( tracer . mHitObject ) )
{
osg : : Vec3f normalizedVelocity = velocity ;
normalizedVelocity . normalize ( ) ;
result = step Move( colobj , newPosition , normalizedVelocity * minStep , remainingTime , collisionWorld ) ;
// Try to step up onto it.
// NOTE: stepMove does not allow stepping over, modifies newPosition if successful
result = step per. step ( newPosition , velocity * remainingTime , remainingTime ) ;
}
if ( result = = Result_Success )
if ( result )
{
// don't let pure water creatures move out of water after stepMove
if ( ptr . getClass ( ) . isPureWaterCreature ( ptr )
@ -386,23 +423,19 @@ namespace MWPhysics
else
{
// Can't move this way, try to find another spot along the plane
osg : : Vec3f direction = velocity ;
float movelen = direction . normalize ( ) ;
osg : : Vec3f reflectdir = reflect ( velocity , tracer . mPlaneNormal ) ;
reflectdir . normalize ( ) ;
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 ) ;
osg : : Vec3f newVelocity = slide ( reflectdir , tracer . mPlaneNormal ) * movelen ;
if ( ( newVelocity - velocity ) . length2 ( ) < 0.01 )
break ;
if ( ( v elocity * origVelocity ) < = 0.f )
if ( ( newV elocity * origVelocity ) < = 0.f )
break ; // ^ dot product
velocity = newVelocity ;
// Do not allow sliding upward if there is gravity. Stepping will have taken
// care of that.
if ( ! ( newPosition . z ( ) < swimlevel | | isFlying ) )
velocity . z ( ) = std : : min ( velocity . z ( ) , 0.0f ) ;
}
}
@ -413,7 +446,7 @@ namespace MWPhysics
osg : : Vec3f to = newPosition - ( physicActor - > getOnGround ( ) ?
osg : : Vec3f ( 0 , 0 , sStepSizeDown + 2.f ) : osg : : Vec3f ( 0 , 0 , 2.f ) ) ;
tracer . doTrace ( colobj , from , to , collisionWorld ) ;
if ( tracer . mFraction < 1.0f & & get Slope( tracer . mPlaneNormal ) < = sMaxSlope
if ( tracer . mFraction < 1.0f & & isWalkable Slope( tracer . mPlaneNormal )
& & tracer . mHitObject - > getBroadphaseHandle ( ) - > m_collisionFilterGroup ! = CollisionType_Actor )
{
const btCollisionObject * standingOn = tracer . mHitObject ;