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214 commits

Author SHA1 Message Date
fredzio
18e38d8810 Do not block a door when it turns away. 2020-11-01 23:01:18 +01:00
psi29a
ba3aad31c1 Merge branch 'hitdebug' into 'master'
Visualize hits in the debug overlay

See merge request OpenMW/openmw!379
2020-11-01 10:20:14 +00:00
Andrei Kortunov
64ba81ecf2 Fix some issues, found by CoverityScan 2020-10-28 18:02:31 +04:00
Frederic Chardon
574ccbf7bd Visualize hand to hand hits 2020-10-26 13:48:15 +01:00
fredzio
435b2e37f8 Allow to display collision points in the debug viewer 2020-10-26 13:42:46 +01:00
Bret Curtis
5a824d0333 components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues 2020-10-22 23:57:53 +02:00
fredzio
a19db73eca Fix bad rebase 2020-10-22 09:24:56 +02:00
fredzio
1357bba0a0 Use some C++17 where it makes the code more readable
Also replace boost::optional
2020-10-22 07:15:16 +02:00
fredzio
4fc5b6f6f4 Sort headers 2020-10-22 07:15:16 +02:00
fredzio
212b293803 Use same parameter name in definition and declaration 2020-10-22 07:15:16 +02:00
fredzio
2916a9462e Fix standing actors logic:
it is updated in the solver only if the actor is standing on
"something". The ground is not "something", so in case the actor goes
from standing on an object to the standing on the ground, this change was not taken
into account.
Clear the value before the simulation to solve this problem.
2020-10-21 21:32:06 +02:00
fredzio
a036183248 Use a much simpler and assert-free check for Bullet multithreading support 2020-10-19 21:31:52 +02:00
Bret Curtis
8050882baf
Merge pull request #3015 from akortunov/overrides
Mark overrided methods as overrides
2020-10-17 13:32:08 +02:00
Andrei Kortunov
8ca3c3b123 Mark overrided methods by override keyword 2020-10-16 22:18:54 +04:00
fredzio
978af12c2d Restore fall damage 2020-10-16 19:30:03 +02:00
fredzio
3c2504b442 Process movement queue in one or several background threads
Before movement calculation, the main thread prepare a
vector of ActorFrameData, which contains all data necessary to perform
the simulation, and feed it to the solver. At the same time it fetches
the result from the previous background simulation, which in turn is
used by the game mechanics.
Other functions of the physics system (weapon hit for instance)
interrupt the background simulation, with some exceptions described
below.

The number of threads is controlled by the numeric setting

[Physics]
async num threads

In case 'async num threads' > 1 and Bullet doesn't support multiple threads,
1 async thread will be used. 0 means synchronous solver.
Additional settings (will be silently switched off if async num threads = 0)

[Physics]
defer aabb update

Update AABBs of actors and objects in the background thread(s). It is not an especially
costly operation, but it needs exclusive access to the collision world, which blocks
other operations. Since AABB needs to be updated for collision detection, one can queue
them to defer update before start of the movement solver. Extensive tests on as much
as one installation (mine) show no drawback having that switched on.

[Physics]
lineofsight keep inactive cache

Control for how long (how many frames) the line of sight (LOS) request will be kept updated.
When a request for LOS is made for the first time, the background threads are stopped to
service it. From now on, the LOS will be refreshed preemptively as part of the background
routine until it is not required for lineofsight keep inactive cache frames. This mean
that subsequent request will not interrupt the background computation.
2020-10-15 06:41:35 +02:00
fredzio
91b3926a49 We need to update the collision world after each step.
Change order of traversal simulation step to make it rare enough to be parallelizable

Before:
for actor in actors:
    repeat numstep:
        solve(actor)
After:
repeat numstep:
    for actor in actors:
        solve(actor)

Introduce struct ActorFrameData to pack all data that is necessary for
the solver
2020-10-15 06:41:22 +02:00
fredzio
d76cc5d0a9 Make the Object class manage its collision object and position. 2020-10-15 06:41:16 +02:00
fredzio
4ef36973fb Make the Actor class manage its collision object and position. 2020-10-15 06:41:08 +02:00
fredzio
82da2045a9 Non functionnal changes in preparation for async physics feature 2020-10-15 06:41:03 +02:00
Alexei Dobrohotov
ec825b2510 Fix RayCastingResult warning 2020-10-08 22:44:46 +03:00
AnyOldName3
9e78f3d936 Skip raycasting for zero-length rays
Rays with no length can't intersect anything. This also prevents an
assertion triggering with Bullet built in Debug mode.
2020-10-03 02:19:38 +01:00
Andrei Kortunov
f9e667dd8c Fix MSVC warnings 2020-08-26 12:34:27 +04:00
Petr Mikheev
0de6650add Add RayCastingInterface 2020-08-06 22:03:33 +02:00
Petr Mikheev
ed3426cf2f Move third person camera collision check from World::updatePlayer() to Camera::updatePosition() 2020-08-06 00:43:33 +02:00
Andrei Kortunov
4a5fce8ca5 Use more C++11 in the physics code 2020-06-26 14:22:00 +04:00
bzzt lost a hitlab login
89ec6cfea2 tooltips labels
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
Capostrophic
577786f110 Don't disable player's collision shape in TCL (#5435) 2020-05-30 00:55:17 +03:00
elsid
69df6098e5
Report frame number, number of actors and objects to stats 2020-05-22 17:39:18 +02:00
elsid
2d7c3bae61
Support bullet with double precision 2020-05-13 19:24:28 +02:00
Capostrophic
5e2e5b7aa9 Fix btCollisionObjectWrapper forward declaration 2020-03-31 18:31:46 +03:00
Capostrophic
4f08f6e09b Separate ClosestNotMeConvexResultCallback 2020-03-31 00:38:34 +03:00
Capostrophic
19010ec045 Separate MovementSolver 2020-03-31 00:38:34 +03:00
Capostrophic
ca6cce0c7e Separate Stepper 2020-03-31 00:38:34 +03:00
Capostrophic
5d625c12dc Separate ContactTestResultCallback 2020-03-31 00:38:34 +03:00
Capostrophic
c94cd775bf Separate ClosestNotMeRayResultCallback 2020-03-31 00:38:34 +03:00
Capostrophic
ce588fb39c Separate DeepestNotMeContactTestResultCallback 2020-03-31 00:38:34 +03:00
Capostrophic
1629791885 Port wareya's actor tracer consistency fixes 2020-03-30 21:23:41 +03:00
elsid
4a0c056489
Do not wander to occupied area by other actor 2020-02-10 22:29:54 +01:00
Capostrophic
4e54ed86b3 Fix jumping mechanics framerate dependency (bug #4991) 2019-07-29 15:45:57 +03:00
Andrei Kortunov
6832a2fa9a Remove BOM from CPP files (allows to build OpenMW with LCC on Elbrus) 2019-05-21 19:22:34 +04:00
Andrei Kortunov
6a01e4cd8a Fix arguments order for raytracing in the getHitContact() (bug #4990) 2019-04-22 20:46:38 +04:00
Andrei Kortunov
d23a0ce2ae Use C++11-style loops in the game world instead of iterators 2019-03-07 12:39:57 +04:00
elsid
43b39e8418
Use not scaled player half extents as default to find path 2019-03-04 22:59:38 +03:00
Bret Curtis
14c93b3df0 Revert "Merge pull request #2204 from elsid/fix_navigator_update"
This reverts commit 26fb0e7a0f, reversing
changes made to 42b2391303.
2019-03-04 11:06:15 +01:00
elsid
c066ee9dc5
Use not scaled player half extents as default to find path 2019-03-03 16:21:12 +03:00
Grigory Latyshev
3872d7476b Move makeOsgVec3f() to settingsutils.hpp
Remove all other makeOsgVec3f() implementations
2019-02-28 20:03:42 +00:00
Andrei Kortunov
3032b177a1 Remove redundant includes 2019-02-23 08:02:12 +04:00
Capostrophic
a584aa25ab Don't re-enable collision object for dead actors 2019-02-04 22:13:30 +03:00
Capostrophic
403db9afe3 Don't reset player jumping flag unnecessarily (bug #4775) 2019-01-07 16:08:26 +03:00