#include "physicssystem.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // FindRecIndexVisitor #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/cellstore.hpp" #include "../mwrender/bulletdebugdraw.hpp" #include "../mwworld/class.hpp" #include "collisiontype.hpp" #include "actor.hpp" #include "trace.h" #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 { PhysicsSystem::PhysicsSystem(Resource::ResourceSystem* resourceSystem, osg::ref_ptr parentNode) : mShapeManager(new Resource::BulletShapeManager(resourceSystem->getVFS(), resourceSystem->getSceneManager(), resourceSystem->getNifFileManager())) , mResourceSystem(resourceSystem) , mDebugDrawEnabled(false) , mTimeAccum(0.0f) , mWaterHeight(0) , mWaterEnabled(false) , mParentNode(parentNode) , mPhysicsDt(1.f / 60.f) { mResourceSystem->addResourceManager(mShapeManager.get()); mCollisionConfiguration = new btDefaultCollisionConfiguration(); mDispatcher = new btCollisionDispatcher(mCollisionConfiguration); mBroadphase = new btDbvtBroadphase(); mCollisionWorld = new btCollisionWorld(mDispatcher, mBroadphase, mCollisionConfiguration); // Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this. // Should a "static" object ever be moved, we have to update its AABB manually using DynamicsWorld::updateSingleAabb. mCollisionWorld->setForceUpdateAllAabbs(false); // Check if a user decided to override a physics system FPS const char* env = getenv("OPENMW_PHYSICS_FPS"); if (env) { float physFramerate = std::atof(env); if (physFramerate > 0) { mPhysicsDt = 1.f / physFramerate; Log(Debug::Warning) << "Warning: using custom physics framerate (" << physFramerate << " FPS)."; } } } PhysicsSystem::~PhysicsSystem() { mResourceSystem->removeResourceManager(mShapeManager.get()); if (mWaterCollisionObject.get()) mCollisionWorld->removeCollisionObject(mWaterCollisionObject.get()); for (HeightFieldMap::iterator it = mHeightFields.begin(); it != mHeightFields.end(); ++it) { mCollisionWorld->removeCollisionObject(it->second->getCollisionObject()); delete it->second; } for (ObjectMap::iterator it = mObjects.begin(); it != mObjects.end(); ++it) { mCollisionWorld->removeCollisionObject(it->second->getCollisionObject()); delete it->second; } for (ActorMap::iterator it = mActors.begin(); it != mActors.end(); ++it) { delete it->second; } delete mCollisionWorld; delete mCollisionConfiguration; delete mDispatcher; delete mBroadphase; } void PhysicsSystem::setUnrefQueue(SceneUtil::UnrefQueue *unrefQueue) { mUnrefQueue = unrefQueue; } Resource::BulletShapeManager *PhysicsSystem::getShapeManager() { return mShapeManager.get(); } bool PhysicsSystem::toggleDebugRendering() { mDebugDrawEnabled = !mDebugDrawEnabled; if (mDebugDrawEnabled && !mDebugDrawer.get()) { mDebugDrawer.reset(new MWRender::DebugDrawer(mParentNode, mCollisionWorld)); mCollisionWorld->setDebugDrawer(mDebugDrawer.get()); mDebugDrawer->setDebugMode(mDebugDrawEnabled); } else if (mDebugDrawer.get()) mDebugDrawer->setDebugMode(mDebugDrawEnabled); return mDebugDrawEnabled; } void PhysicsSystem::markAsNonSolid(const MWWorld::ConstPtr &ptr) { ObjectMap::iterator found = mObjects.find(ptr); if (found == mObjects.end()) return; found->second->setSolid(false); } bool PhysicsSystem::isOnSolidGround (const MWWorld::Ptr& actor) const { const Actor* physactor = getActor(actor); if (!physactor || !physactor->getOnGround()) return false; CollisionMap::const_iterator found = mStandingCollisions.find(actor); if (found == mStandingCollisions.end()) return true; // assume standing on terrain (which is a non-object, so not collision tracked) ObjectMap::const_iterator foundObj = mObjects.find(found->second); if (foundObj == mObjects.end()) return false; if (!foundObj->second->isSolid()) return false; return true; } /* Start of tes3mp addition Make it possible to set the physics framerate from elsewhere */ void PhysicsSystem::setPhysicsFramerate(float physFramerate) { if (physFramerate > 0 && physFramerate < 100) { mPhysicsDt = 1.f / physFramerate; std::cerr << "Warning: physics framerate was overridden (a new value is " << physFramerate << ")." << std::endl; } else { std::cerr << "Warning: attempted to override physics framerate with new value of " << physFramerate << ", but it was outside accepted values." << std::endl; } } /* End of tes3mp addition */ std::pair PhysicsSystem::getHitContact(const MWWorld::ConstPtr& actor, const osg::Vec3f &origin, const osg::Quat &orient, float queryDistance, std::vector targets) { // First of all, try to hit where you aim to int hitmask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor; RayResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor); if (result.mHit) { return std::make_pair(result.mHitObject, result.mHitPos); } // Use cone shape as fallback const MWWorld::Store &store = MWBase::Environment::get().getWorld()->getStore().get(); btConeShape shape (osg::DegreesToRadians(store.find("fCombatAngleXY")->mValue.getFloat()/2.0f), queryDistance); shape.setLocalScaling(btVector3(1, 1, osg::DegreesToRadians(store.find("fCombatAngleZ")->mValue.getFloat()/2.0f) / shape.getRadius())); // The shape origin is its center, so we have to move it forward by half the length. The // real origin will be provided to getFilteredContact to find the closest. osg::Vec3f center = origin + (orient * osg::Vec3f(0.0f, queryDistance*0.5f, 0.0f)); btCollisionObject object; object.setCollisionShape(&shape); object.setWorldTransform(btTransform(Misc::Convert::toBullet(orient), Misc::Convert::toBullet(center))); const btCollisionObject* me = nullptr; std::vector targetCollisionObjects; const Actor* physactor = getActor(actor); if (physactor) me = physactor->getCollisionObject(); if (!targets.empty()) { for (MWWorld::Ptr& target : targets) { const Actor* targetActor = getActor(target); if (targetActor) targetCollisionObjects.push_back(targetActor->getCollisionObject()); } } DeepestNotMeContactTestResultCallback resultCallback(me, targetCollisionObjects, Misc::Convert::toBullet(origin)); resultCallback.m_collisionFilterGroup = CollisionType_Actor; resultCallback.m_collisionFilterMask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor; mCollisionWorld->contactTest(&object, resultCallback); if (resultCallback.mObject) { PtrHolder* holder = static_cast(resultCallback.mObject->getUserPointer()); if (holder) return std::make_pair(holder->getPtr(), Misc::Convert::toOsg(resultCallback.mContactPoint)); } return std::make_pair(MWWorld::Ptr(), osg::Vec3f()); } float PhysicsSystem::getHitDistance(const osg::Vec3f &point, const MWWorld::ConstPtr &target) const { btCollisionObject* targetCollisionObj = nullptr; const Actor* actor = getActor(target); if (actor) targetCollisionObj = actor->getCollisionObject(); if (!targetCollisionObj) return 0.f; btTransform rayFrom; rayFrom.setIdentity(); rayFrom.setOrigin(Misc::Convert::toBullet(point)); // target the collision object's world origin, this should be the center of the collision object btTransform rayTo; rayTo.setIdentity(); rayTo.setOrigin(targetCollisionObj->getWorldTransform().getOrigin()); btCollisionWorld::ClosestRayResultCallback cb(rayFrom.getOrigin(), rayTo.getOrigin()); btCollisionWorld::rayTestSingle(rayFrom, rayTo, targetCollisionObj, targetCollisionObj->getCollisionShape(), targetCollisionObj->getWorldTransform(), cb); if (!cb.hasHit()) { // didn't hit the target. this could happen if point is already inside the collision box return 0.f; } else return (point - Misc::Convert::toOsg(cb.m_hitPointWorld)).length(); } PhysicsSystem::RayResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, std::vector targets, int mask, int group) const { btVector3 btFrom = Misc::Convert::toBullet(from); btVector3 btTo = Misc::Convert::toBullet(to); const btCollisionObject* me = nullptr; std::vector targetCollisionObjects; if (!ignore.isEmpty()) { const Actor* actor = getActor(ignore); if (actor) me = actor->getCollisionObject(); else { const Object* object = getObject(ignore); if (object) me = object->getCollisionObject(); } } if (!targets.empty()) { for (MWWorld::Ptr& target : targets) { const Actor* actor = getActor(target); if (actor) targetCollisionObjects.push_back(actor->getCollisionObject()); } } ClosestNotMeRayResultCallback resultCallback(me, targetCollisionObjects, btFrom, btTo); resultCallback.m_collisionFilterGroup = group; resultCallback.m_collisionFilterMask = mask; mCollisionWorld->rayTest(btFrom, btTo, resultCallback); RayResult result; result.mHit = resultCallback.hasHit(); if (resultCallback.hasHit()) { result.mHitPos = Misc::Convert::toOsg(resultCallback.m_hitPointWorld); result.mHitNormal = Misc::Convert::toOsg(resultCallback.m_hitNormalWorld); if (PtrHolder* ptrHolder = static_cast(resultCallback.m_collisionObject->getUserPointer())) result.mHitObject = ptrHolder->getPtr(); } return result; } PhysicsSystem::RayResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius) { btCollisionWorld::ClosestConvexResultCallback callback(Misc::Convert::toBullet(from), Misc::Convert::toBullet(to)); callback.m_collisionFilterGroup = 0xff; callback.m_collisionFilterMask = CollisionType_World|CollisionType_HeightMap|CollisionType_Door; btSphereShape shape(radius); const btQuaternion btrot = btQuaternion::getIdentity(); btTransform from_ (btrot, Misc::Convert::toBullet(from)); btTransform to_ (btrot, Misc::Convert::toBullet(to)); mCollisionWorld->convexSweepTest(&shape, from_, to_, callback); RayResult result; result.mHit = callback.hasHit(); if (result.mHit) { result.mHitPos = Misc::Convert::toOsg(callback.m_hitPointWorld); result.mHitNormal = Misc::Convert::toOsg(callback.m_hitNormalWorld); } return result; } bool PhysicsSystem::getLineOfSight(const MWWorld::ConstPtr &actor1, const MWWorld::ConstPtr &actor2) const { const Actor* physactor1 = getActor(actor1); const Actor* physactor2 = getActor(actor2); if (!physactor1 || !physactor2) return false; osg::Vec3f pos1 (physactor1->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor1->getHalfExtents().z() * 0.9)); // eye level osg::Vec3f pos2 (physactor2->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor2->getHalfExtents().z() * 0.9)); RayResult result = castRay(pos1, pos2, MWWorld::ConstPtr(), std::vector(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door); return !result.mHit; } bool PhysicsSystem::isOnGround(const MWWorld::Ptr &actor) { Actor* physactor = getActor(actor); return physactor && physactor->getOnGround(); } bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel) { const Actor* physicActor = getActor(actor); if (!physicActor) return false; const float halfZ = physicActor->getHalfExtents().z(); const osg::Vec3f actorPosition = physicActor->getPosition(); const osg::Vec3f startingPosition(actorPosition.x(), actorPosition.y(), actorPosition.z() + halfZ); const osg::Vec3f destinationPosition(actorPosition.x(), actorPosition.y(), waterlevel + halfZ); ActorTracer tracer; tracer.doTrace(physicActor->getCollisionObject(), startingPosition, destinationPosition, mCollisionWorld); return (tracer.mFraction >= 1.0f); } osg::Vec3f PhysicsSystem::getHalfExtents(const MWWorld::ConstPtr &actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getHalfExtents(); else return osg::Vec3f(); } osg::Vec3f PhysicsSystem::getOriginalHalfExtents(const MWWorld::ConstPtr &actor) const { if (const Actor* physactor = getActor(actor)) return physactor->getOriginalHalfExtents(); else return osg::Vec3f(); } osg::Vec3f PhysicsSystem::getRenderingHalfExtents(const MWWorld::ConstPtr &actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getRenderingHalfExtents(); else return osg::Vec3f(); } osg::Vec3f PhysicsSystem::getCollisionObjectPosition(const MWWorld::ConstPtr &actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getCollisionObjectPosition(); else return osg::Vec3f(); } std::vector PhysicsSystem::getCollisions(const MWWorld::ConstPtr &ptr, int collisionGroup, int collisionMask) const { btCollisionObject* me = nullptr; ObjectMap::const_iterator found = mObjects.find(ptr); if (found != mObjects.end()) me = found->second->getCollisionObject(); else return std::vector(); ContactTestResultCallback resultCallback (me); resultCallback.m_collisionFilterGroup = collisionGroup; resultCallback.m_collisionFilterMask = collisionMask; mCollisionWorld->contactTest(me, resultCallback); return resultCallback.mResult; } osg::Vec3f PhysicsSystem::traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, float maxHeight) { ActorMap::iterator found = mActors.find(ptr); if (found == mActors.end()) return ptr.getRefData().getPosition().asVec3(); else return MovementSolver::traceDown(ptr, position, found->second, mCollisionWorld, maxHeight); } void PhysicsSystem::addHeightField (const float* heights, int x, int y, float triSize, float sqrtVerts, float minH, float maxH, const osg::Object* holdObject) { HeightField *heightfield = new HeightField(heights, x, y, triSize, sqrtVerts, minH, maxH, holdObject); mHeightFields[std::make_pair(x,y)] = heightfield; mCollisionWorld->addCollisionObject(heightfield->getCollisionObject(), CollisionType_HeightMap, CollisionType_Actor|CollisionType_Projectile); } void PhysicsSystem::removeHeightField (int x, int y) { HeightFieldMap::iterator heightfield = mHeightFields.find(std::make_pair(x,y)); if(heightfield != mHeightFields.end()) { mCollisionWorld->removeCollisionObject(heightfield->second->getCollisionObject()); delete heightfield->second; mHeightFields.erase(heightfield); } } const HeightField* PhysicsSystem::getHeightField(int x, int y) const { const auto heightField = mHeightFields.find(std::make_pair(x, y)); if (heightField == mHeightFields.end()) return nullptr; return heightField->second; } void PhysicsSystem::addObject (const MWWorld::Ptr& ptr, const std::string& mesh, int collisionType) { osg::ref_ptr shapeInstance = mShapeManager->getInstance(mesh); if (!shapeInstance || !shapeInstance->getCollisionShape()) return; Object *obj = new Object(ptr, shapeInstance); mObjects.insert(std::make_pair(ptr, obj)); if (obj->isAnimated()) mAnimatedObjects.insert(obj); mCollisionWorld->addCollisionObject(obj->getCollisionObject(), collisionType, CollisionType_Actor|CollisionType_HeightMap|CollisionType_Projectile); } void PhysicsSystem::remove(const MWWorld::Ptr &ptr) { ObjectMap::iterator found = mObjects.find(ptr); if (found != mObjects.end()) { mCollisionWorld->removeCollisionObject(found->second->getCollisionObject()); if (mUnrefQueue.get()) mUnrefQueue->push(found->second->getShapeInstance()); mAnimatedObjects.erase(found->second); delete found->second; mObjects.erase(found); } ActorMap::iterator foundActor = mActors.find(ptr); if (foundActor != mActors.end()) { delete foundActor->second; mActors.erase(foundActor); } } void PhysicsSystem::updateCollisionMapPtr(CollisionMap& map, const MWWorld::Ptr &old, const MWWorld::Ptr &updated) { CollisionMap::iterator found = map.find(old); if (found != map.end()) { map[updated] = found->second; map.erase(found); } for (CollisionMap::iterator it = map.begin(); it != map.end(); ++it) { if (it->second == old) it->second = updated; } } void PhysicsSystem::updatePtr(const MWWorld::Ptr &old, const MWWorld::Ptr &updated) { ObjectMap::iterator found = mObjects.find(old); if (found != mObjects.end()) { Object* obj = found->second; obj->updatePtr(updated); mObjects.erase(found); mObjects.insert(std::make_pair(updated, obj)); } ActorMap::iterator foundActor = mActors.find(old); if (foundActor != mActors.end()) { Actor* actor = foundActor->second; actor->updatePtr(updated); mActors.erase(foundActor); mActors.insert(std::make_pair(updated, actor)); } updateCollisionMapPtr(mStandingCollisions, old, updated); } Actor *PhysicsSystem::getActor(const MWWorld::Ptr &ptr) { ActorMap::iterator found = mActors.find(ptr); if (found != mActors.end()) return found->second; return nullptr; } const Actor *PhysicsSystem::getActor(const MWWorld::ConstPtr &ptr) const { ActorMap::const_iterator found = mActors.find(ptr); if (found != mActors.end()) return found->second; return nullptr; } const Object* PhysicsSystem::getObject(const MWWorld::ConstPtr &ptr) const { ObjectMap::const_iterator found = mObjects.find(ptr); if (found != mObjects.end()) return found->second; return nullptr; } void PhysicsSystem::updateScale(const MWWorld::Ptr &ptr) { ObjectMap::iterator found = mObjects.find(ptr); if (found != mObjects.end()) { float scale = ptr.getCellRef().getScale(); found->second->setScale(scale); mCollisionWorld->updateSingleAabb(found->second->getCollisionObject()); return; } ActorMap::iterator foundActor = mActors.find(ptr); if (foundActor != mActors.end()) { foundActor->second->updateScale(); mCollisionWorld->updateSingleAabb(foundActor->second->getCollisionObject()); return; } } void PhysicsSystem::updateRotation(const MWWorld::Ptr &ptr) { ObjectMap::iterator found = mObjects.find(ptr); if (found != mObjects.end()) { found->second->setRotation(Misc::Convert::toBullet(ptr.getRefData().getBaseNode()->getAttitude())); mCollisionWorld->updateSingleAabb(found->second->getCollisionObject()); return; } ActorMap::iterator foundActor = mActors.find(ptr); if (foundActor != mActors.end()) { if (!foundActor->second->isRotationallyInvariant()) { foundActor->second->updateRotation(); mCollisionWorld->updateSingleAabb(foundActor->second->getCollisionObject()); } return; } } void PhysicsSystem::updatePosition(const MWWorld::Ptr &ptr) { ObjectMap::iterator found = mObjects.find(ptr); if (found != mObjects.end()) { found->second->setOrigin(Misc::Convert::toBullet(ptr.getRefData().getPosition().asVec3())); mCollisionWorld->updateSingleAabb(found->second->getCollisionObject()); return; } ActorMap::iterator foundActor = mActors.find(ptr); if (foundActor != mActors.end()) { foundActor->second->updatePosition(); mCollisionWorld->updateSingleAabb(foundActor->second->getCollisionObject()); return; } } void PhysicsSystem::addActor (const MWWorld::Ptr& ptr, const std::string& mesh) { osg::ref_ptr shape = mShapeManager->getShape(mesh); if (!shape) return; // Try to get shape from basic model as fallback for creatures if (!ptr.getClass().isNpc() && shape->mCollisionBoxHalfExtents.length2() == 0) { const std::string fallbackModel = ptr.getClass().getModel(ptr); if (fallbackModel != mesh) { shape = mShapeManager->getShape(fallbackModel); } } Actor* actor = new Actor(ptr, shape, mCollisionWorld); mActors.insert(std::make_pair(ptr, actor)); } bool PhysicsSystem::toggleCollisionMode() { ActorMap::iterator found = mActors.find(MWMechanics::getPlayer()); if (found != mActors.end()) { bool cmode = found->second->getCollisionMode(); cmode = !cmode; found->second->enableCollisionMode(cmode); found->second->enableCollisionBody(cmode); return cmode; } return false; } void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &movement) { PtrVelocityList::iterator iter = mMovementQueue.begin(); for(;iter != mMovementQueue.end();++iter) { if(iter->first == ptr) { iter->second = movement; return; } } mMovementQueue.push_back(std::make_pair(ptr, movement)); } void PhysicsSystem::clearQueuedMovement() { mMovementQueue.clear(); mStandingCollisions.clear(); } const PtrVelocityList& PhysicsSystem::applyQueuedMovement(float dt) { mMovementResults.clear(); mTimeAccum += dt; const int maxAllowedSteps = 20; int numSteps = mTimeAccum / (mPhysicsDt); numSteps = std::min(numSteps, maxAllowedSteps); mTimeAccum -= numSteps * mPhysicsDt; if (numSteps) { // Collision events should be available on every frame mStandingCollisions.clear(); } const MWWorld::Ptr player = MWMechanics::getPlayer(); const MWBase::World *world = MWBase::Environment::get().getWorld(); PtrVelocityList::iterator iter = mMovementQueue.begin(); for(;iter != mMovementQueue.end();++iter) { ActorMap::iterator foundActor = mActors.find(iter->first); if (foundActor == mActors.end()) // actor was already removed from the scene continue; Actor* physicActor = foundActor->second; float waterlevel = -std::numeric_limits::max(); const MWWorld::CellStore *cell = iter->first.getCell(); if(cell->getCell()->hasWater()) waterlevel = cell->getWaterLevel(); const MWMechanics::MagicEffects& effects = iter->first.getClass().getCreatureStats(iter->first).getMagicEffects(); bool waterCollision = false; if (cell->getCell()->hasWater() && effects.get(ESM::MagicEffect::WaterWalking).getMagnitude()) { if (!world->isUnderwater(iter->first.getCell(), osg::Vec3f(iter->first.getRefData().getPosition().asVec3()))) waterCollision = true; else if (physicActor->getCollisionMode() && canMoveToWaterSurface(iter->first, waterlevel)) { const osg::Vec3f actorPosition = physicActor->getPosition(); physicActor->setPosition(osg::Vec3f(actorPosition.x(), actorPosition.y(), waterlevel)); waterCollision = true; } } physicActor->setCanWaterWalk(waterCollision); // Slow fall reduces fall speed by a factor of (effect magnitude / 200) float slowFall = 1.f - std::max(0.f, std::min(1.f, effects.get(ESM::MagicEffect::SlowFall).getMagnitude() * 0.005f)); bool flying = world->isFlying(iter->first); bool swimming = world->isSwimming(iter->first); bool wasOnGround = physicActor->getOnGround(); osg::Vec3f position = physicActor->getPosition(); float oldHeight = position.z(); bool positionChanged = false; for (int i=0; igetPtr(), physicActor, iter->second, mPhysicsDt, flying, waterlevel, slowFall, mCollisionWorld, mStandingCollisions); if (position != physicActor->getPosition()) positionChanged = true; physicActor->setPosition(position); // always set even if unchanged to make sure interpolation is correct } if (positionChanged) mCollisionWorld->updateSingleAabb(physicActor->getCollisionObject()); float interpolationFactor = mTimeAccum / mPhysicsDt; osg::Vec3f interpolated = position * interpolationFactor + physicActor->getPreviousPosition() * (1.f - interpolationFactor); float heightDiff = position.z() - oldHeight; MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); bool isStillOnGround = (numSteps > 0 && wasOnGround && physicActor->getOnGround()); if (isStillOnGround || flying || swimming || slowFall < 1) stats.land(iter->first == player && (flying || swimming)); else if (heightDiff < 0) stats.addToFallHeight(-heightDiff); mMovementResults.push_back(std::make_pair(iter->first, interpolated)); } mMovementQueue.clear(); return mMovementResults; } void PhysicsSystem::stepSimulation(float dt) { for (Object* animatedObject : mAnimatedObjects) animatedObject->animateCollisionShapes(mCollisionWorld); #ifndef BT_NO_PROFILE CProfileManager::Reset(); CProfileManager::Increment_Frame_Counter(); #endif } void PhysicsSystem::updateAnimatedCollisionShape(const MWWorld::Ptr& object) { ObjectMap::iterator found = mObjects.find(object); if (found != mObjects.end()) found->second->animateCollisionShapes(mCollisionWorld); } void PhysicsSystem::debugDraw() { if (mDebugDrawer.get()) mDebugDrawer->step(); } bool PhysicsSystem::isActorStandingOn(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const { for (CollisionMap::const_iterator it = mStandingCollisions.begin(); it != mStandingCollisions.end(); ++it) { if (it->first == actor && it->second == object) return true; } return false; } void PhysicsSystem::getActorsStandingOn(const MWWorld::ConstPtr &object, std::vector &out) const { for (CollisionMap::const_iterator it = mStandingCollisions.begin(); it != mStandingCollisions.end(); ++it) { if (it->second == object) out.push_back(it->first); } } bool PhysicsSystem::isActorCollidingWith(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const { std::vector collisions = getCollisions(object, CollisionType_World, CollisionType_Actor); return (std::find(collisions.begin(), collisions.end(), actor) != collisions.end()); } void PhysicsSystem::getActorsCollidingWith(const MWWorld::ConstPtr &object, std::vector &out) const { std::vector collisions = getCollisions(object, CollisionType_World, CollisionType_Actor); out.insert(out.end(), collisions.begin(), collisions.end()); } void PhysicsSystem::disableWater() { if (mWaterEnabled) { mWaterEnabled = false; updateWater(); } } void PhysicsSystem::enableWater(float height) { if (!mWaterEnabled || mWaterHeight != height) { mWaterEnabled = true; mWaterHeight = height; updateWater(); } } void PhysicsSystem::setWaterHeight(float height) { if (mWaterHeight != height) { mWaterHeight = height; updateWater(); } } void PhysicsSystem::updateWater() { if (mWaterCollisionObject.get()) { mCollisionWorld->removeCollisionObject(mWaterCollisionObject.get()); } if (!mWaterEnabled) { mWaterCollisionObject.reset(); return; } mWaterCollisionObject.reset(new btCollisionObject()); mWaterCollisionShape.reset(new btStaticPlaneShape(btVector3(0,0,1), mWaterHeight)); mWaterCollisionObject->setCollisionShape(mWaterCollisionShape.get()); mCollisionWorld->addCollisionObject(mWaterCollisionObject.get(), CollisionType_Water, CollisionType_Actor); } bool PhysicsSystem::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore) const { btCollisionObject* object = nullptr; const auto it = mActors.find(ignore); if (it != mActors.end()) object = it->second->getCollisionObject(); const auto bulletPosition = Misc::Convert::toBullet(position); const auto aabbMin = bulletPosition - btVector3(radius, radius, radius); const auto aabbMax = bulletPosition + btVector3(radius, radius, radius); const int mask = MWPhysics::CollisionType_Actor; const int group = 0xff; HasSphereCollisionCallback callback(bulletPosition, radius, object, mask, group); mCollisionWorld->getBroadphase()->aabbTest(aabbMin, aabbMax, callback); return callback.getResult(); } }