mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 07:19:54 +00:00
504 lines
19 KiB
C++
504 lines
19 KiB
C++
#include "physicssystem.hpp"
|
|
|
|
#include <stdexcept>
|
|
|
|
#include <OgreRoot.h>
|
|
#include <OgreRenderWindow.h>
|
|
#include <OgreSceneManager.h>
|
|
#include <OgreViewport.h>
|
|
#include <OgreCamera.h>
|
|
#include <OgreTextureManager.h>
|
|
|
|
#include <openengine/bullet/trace.h>
|
|
#include <openengine/bullet/physic.hpp>
|
|
#include <openengine/ogre/renderer.hpp>
|
|
|
|
#include <components/nifbullet/bullet_nif_loader.hpp>
|
|
|
|
//#include "../mwbase/world.hpp" // FIXME
|
|
#include "../mwbase/environment.hpp"
|
|
|
|
#include "ptr.hpp"
|
|
#include "class.hpp"
|
|
|
|
using namespace Ogre;
|
|
namespace MWWorld
|
|
{
|
|
|
|
static const float sMaxSlope = 60.0f;
|
|
static const float sStepSize = 15.0f;
|
|
// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
|
|
static const int sMaxIterations = 50;
|
|
|
|
class MovementSolver
|
|
{
|
|
private:
|
|
static bool stepMove(Ogre::Vector3& position, const Ogre::Vector3 &velocity, float remainingTime,
|
|
float verticalRotation, const Ogre::Vector3 &halfExtents, bool isInterior,
|
|
OEngine::Physic::PhysicEngine *engine)
|
|
{
|
|
traceResults trace; // no initialization needed
|
|
|
|
newtrace(&trace, position+Ogre::Vector3(0.0f,0.0f,sStepSize),
|
|
position+Ogre::Vector3(0.0f,0.0f,sStepSize)+velocity*remainingTime,
|
|
halfExtents, verticalRotation, isInterior, engine);
|
|
if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > sMaxSlope))
|
|
return false;
|
|
|
|
newtrace(&trace, trace.endpos, trace.endpos-Ogre::Vector3(0.0f,0.0f,sStepSize), halfExtents, verticalRotation, isInterior, engine);
|
|
if(getSlope(trace.planenormal) < sMaxSlope)
|
|
{
|
|
// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
|
|
position = trace.endpos;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void clipVelocity(Ogre::Vector3& inout, const Ogre::Vector3& normal, float overbounce)
|
|
{
|
|
//Math stuff. Basically just project the velocity vector onto the plane represented by the normal.
|
|
//More specifically, it projects velocity onto the normal, takes that result, multiplies it by overbounce and then subtracts it from velocity.
|
|
float backoff = inout.dotProduct(normal);
|
|
if(backoff < 0.0f)
|
|
backoff *= overbounce;
|
|
else
|
|
backoff /= overbounce;
|
|
|
|
inout -= normal*backoff;
|
|
}
|
|
|
|
static void projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction)
|
|
{
|
|
Ogre::Vector3 normalizedDirection(direction);
|
|
normalizedDirection.normalise();
|
|
|
|
// no divide by normalizedDirection.length necessary because it's normalized
|
|
velocity = normalizedDirection * velocity.dotProduct(normalizedDirection);
|
|
}
|
|
|
|
static float getSlope(const Ogre::Vector3 &normal)
|
|
{
|
|
return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees();
|
|
}
|
|
|
|
public:
|
|
static Ogre::Vector3 move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time,
|
|
bool gravity, OEngine::Physic::PhysicEngine *engine)
|
|
{
|
|
const ESM::Position &refpos = ptr.getRefData().getPosition();
|
|
Ogre::Vector3 position(refpos.pos);
|
|
|
|
/* Anything to collide with? */
|
|
OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle());
|
|
if(!physicActor || !physicActor->getCollisionMode())
|
|
{
|
|
// FIXME: This works, but it's inconcsistent with how the rotations are applied elsewhere. Why?
|
|
return position + (Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)*
|
|
Ogre::Quaternion(Ogre::Radian( refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
|
|
Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) *
|
|
movement;
|
|
}
|
|
|
|
traceResults trace; //no initialization needed
|
|
bool onground = false;
|
|
float remainingTime = time;
|
|
bool isInterior = !ptr.getCell()->isExterior();
|
|
float verticalRotation = physicActor->getRotation().getYaw().valueDegrees();
|
|
Ogre::Vector3 halfExtents = physicActor->getHalfExtents();
|
|
|
|
Ogre::Vector3 velocity;
|
|
if(!gravity)
|
|
{
|
|
velocity = (Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)*
|
|
Ogre::Quaternion(Ogre::Radian( refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
|
|
Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) *
|
|
movement / time;
|
|
}
|
|
else
|
|
{
|
|
if(!(movement.z > 0.0f))
|
|
{
|
|
newtrace(&trace, position, position-Ogre::Vector3(0,0,4), halfExtents, verticalRotation, isInterior, engine);
|
|
if(trace.fraction < 1.0f && getSlope(trace.planenormal) <= sMaxSlope)
|
|
onground = true;
|
|
}
|
|
|
|
velocity = Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z) *
|
|
movement / time;
|
|
velocity.z += physicActor->getVerticalForce();
|
|
}
|
|
|
|
Ogre::Vector3 clippedVelocity(velocity);
|
|
if(onground)
|
|
{
|
|
// if we're on the ground, force velocity to track it
|
|
clippedVelocity.z = velocity.z = std::max(0.0f, velocity.z);
|
|
clipVelocity(clippedVelocity, trace.planenormal, 1.0f);
|
|
}
|
|
|
|
Ogre::Vector3 lastNormal(0.0f);
|
|
Ogre::Vector3 currentNormal(0.0f);
|
|
Ogre::Vector3 up(0.0f, 0.0f, 1.0f);
|
|
Ogre::Vector3 newPosition = position;
|
|
int iterations = 0;
|
|
do {
|
|
// trace to where character would go if there were no obstructions
|
|
newtrace(&trace, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, verticalRotation, isInterior, engine);
|
|
newPosition = trace.endpos;
|
|
currentNormal = trace.planenormal;
|
|
remainingTime = remainingTime * (1.0f-trace.fraction);
|
|
|
|
// check for obstructions
|
|
if(trace.fraction < 1.0f)
|
|
{
|
|
//std::cout<<"angle: "<<getSlope(trace.planenormal)<<"\n";
|
|
if(getSlope(currentNormal) > sMaxSlope || currentNormal == lastNormal)
|
|
{
|
|
if(!stepMove(newPosition, velocity, remainingTime, verticalRotation, halfExtents, isInterior, engine))
|
|
{
|
|
Ogre::Vector3 resultantDirection = currentNormal.crossProduct(up);
|
|
resultantDirection.normalise();
|
|
clippedVelocity = velocity;
|
|
projectVelocity(clippedVelocity, resultantDirection);
|
|
|
|
// just this isn't enough sometimes. It's the same problem that causes steps to be necessary on even uphill terrain.
|
|
clippedVelocity += currentNormal*clippedVelocity.length()/50.0f;
|
|
//std::cout<< "clipped velocity: "<<clippedVelocity <<std::endl;
|
|
}
|
|
//else
|
|
// std::cout<< "stepped" <<std::endl;
|
|
}
|
|
else
|
|
clipVelocity(clippedVelocity, currentNormal, 1.0f);
|
|
}
|
|
|
|
lastNormal = currentNormal;
|
|
|
|
iterations++;
|
|
} while(iterations < sMaxIterations && remainingTime > 0.0f);
|
|
|
|
if(onground)
|
|
{
|
|
newtrace(&trace, newPosition, newPosition-Ogre::Vector3(0,0,sStepSize+4.0f), halfExtents, verticalRotation, isInterior, engine);
|
|
if(trace.fraction < 1.0f && getSlope(trace.planenormal) <= sMaxSlope)
|
|
newPosition.z = trace.endpos.z + 2.0f;
|
|
else
|
|
onground = false;
|
|
}
|
|
physicActor->setVerticalForce(clippedVelocity.z - time*400.0f);
|
|
|
|
return newPosition;
|
|
}
|
|
};
|
|
|
|
|
|
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
|
|
mRender(_rend), mEngine(0), mFreeFly (true)
|
|
{
|
|
// Create physics. shapeLoader is deleted by the physic engine
|
|
NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
|
|
mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
|
|
}
|
|
|
|
PhysicsSystem::~PhysicsSystem()
|
|
{
|
|
delete mEngine;
|
|
}
|
|
|
|
OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine()
|
|
{
|
|
return mEngine;
|
|
}
|
|
|
|
std::pair<float, std::string> PhysicsSystem::getFacedHandle (MWWorld::World& world, float queryDistance)
|
|
{
|
|
btVector3 dir(0, 1, 0);
|
|
dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch);
|
|
dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw);
|
|
dir.setX(-dir.x());
|
|
|
|
btVector3 origin(
|
|
mPlayerData.eyepos.x,
|
|
mPlayerData.eyepos.y,
|
|
mPlayerData.eyepos.z);
|
|
origin += dir * 5;
|
|
|
|
btVector3 dest = origin + dir * queryDistance;
|
|
std::pair <std::string, float> result;
|
|
/*auto*/ result = mEngine->rayTest(origin, dest);
|
|
result.second *= queryDistance;
|
|
return std::make_pair (result.second, result.first);
|
|
}
|
|
|
|
std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedHandles (float queryDistance)
|
|
{
|
|
btVector3 dir(0, 1, 0);
|
|
dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch);
|
|
dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw);
|
|
dir.setX(-dir.x());
|
|
|
|
btVector3 origin(
|
|
mPlayerData.eyepos.x,
|
|
mPlayerData.eyepos.y,
|
|
mPlayerData.eyepos.z);
|
|
origin += dir * 5;
|
|
|
|
btVector3 dest = origin + dir * queryDistance;
|
|
std::vector < std::pair <float, std::string> > results;
|
|
/* auto */ results = mEngine->rayTest2(origin, dest);
|
|
std::vector < std::pair <float, std::string> >::iterator i;
|
|
for (/* auto */ i = results.begin (); i != results.end (); ++i)
|
|
i->first *= queryDistance;
|
|
return results;
|
|
}
|
|
|
|
std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedHandles (float mouseX, float mouseY, float queryDistance)
|
|
{
|
|
Ray ray = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
|
|
Ogre::Vector3 from = ray.getOrigin();
|
|
Ogre::Vector3 to = ray.getPoint(queryDistance);
|
|
|
|
btVector3 _from, _to;
|
|
// OGRE to MW coordinates
|
|
_from = btVector3(from.x, -from.z, from.y);
|
|
_to = btVector3(to.x, -to.z, to.y);
|
|
|
|
std::vector < std::pair <float, std::string> > results;
|
|
/* auto */ results = mEngine->rayTest2(_from,_to);
|
|
std::vector < std::pair <float, std::string> >::iterator i;
|
|
for (/* auto */ i = results.begin (); i != results.end (); ++i)
|
|
i->first *= queryDistance;
|
|
return results;
|
|
}
|
|
|
|
void PhysicsSystem::setCurrentWater(bool hasWater, int waterHeight)
|
|
{
|
|
// TODO: store and use
|
|
}
|
|
|
|
btVector3 PhysicsSystem::getRayPoint(float extent)
|
|
{
|
|
//get a ray pointing to the center of the viewport
|
|
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
|
|
mRender.getViewport()->getWidth()/2,
|
|
mRender.getViewport()->getHeight()/2);
|
|
btVector3 result(centerRay.getPoint(extent).x,-centerRay.getPoint(extent).z,centerRay.getPoint(extent).y);
|
|
return result;
|
|
}
|
|
|
|
btVector3 PhysicsSystem::getRayPoint(float extent, float mouseX, float mouseY)
|
|
{
|
|
//get a ray pointing to the center of the viewport
|
|
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
|
|
btVector3 result(centerRay.getPoint(extent).x,-centerRay.getPoint(extent).z,centerRay.getPoint(extent).y);
|
|
return result;
|
|
}
|
|
|
|
bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to)
|
|
{
|
|
btVector3 _from, _to;
|
|
_from = btVector3(from.x, from.y, from.z);
|
|
_to = btVector3(to.x, to.y, to.z);
|
|
|
|
std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
|
|
|
|
return !(result.first == "");
|
|
}
|
|
|
|
std::pair<bool, Ogre::Vector3>
|
|
PhysicsSystem::castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len)
|
|
{
|
|
Ogre::Ray ray = Ogre::Ray(orig, dir);
|
|
Ogre::Vector3 to = ray.getPoint(len);
|
|
|
|
btVector3 btFrom = btVector3(orig.x, orig.y, orig.z);
|
|
btVector3 btTo = btVector3(to.x, to.y, to.z);
|
|
|
|
std::pair<std::string, float> test = mEngine->rayTest(btFrom, btTo);
|
|
if (test.first == "") {
|
|
return std::make_pair(false, Ogre::Vector3());
|
|
}
|
|
return std::make_pair(true, ray.getPoint(len * test.second));
|
|
}
|
|
|
|
std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY)
|
|
{
|
|
Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay(
|
|
mouseX,
|
|
mouseY);
|
|
Ogre::Vector3 from = ray.getOrigin();
|
|
Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable
|
|
|
|
btVector3 _from, _to;
|
|
// OGRE to MW coordinates
|
|
_from = btVector3(from.x, -from.z, from.y);
|
|
_to = btVector3(to.x, -to.z, to.y);
|
|
|
|
std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
|
|
|
|
if (result.first == "")
|
|
return std::make_pair(false, Ogre::Vector3());
|
|
else
|
|
{
|
|
return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable
|
|
}
|
|
}
|
|
|
|
Ogre::Vector3 PhysicsSystem::move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time, bool gravity)
|
|
{
|
|
return MovementSolver::move(ptr, movement, time, gravity, mEngine);
|
|
}
|
|
|
|
|
|
void PhysicsSystem::addHeightField (float* heights,
|
|
int x, int y, float yoffset,
|
|
float triSize, float sqrtVerts)
|
|
{
|
|
mEngine->addHeightField(heights, x, y, yoffset, triSize, sqrtVerts);
|
|
}
|
|
|
|
void PhysicsSystem::removeHeightField (int x, int y)
|
|
{
|
|
mEngine->removeHeightField(x, y);
|
|
}
|
|
|
|
void PhysicsSystem::addObject (const Ptr& ptr)
|
|
{
|
|
std::string mesh = MWWorld::Class::get(ptr).getModel(ptr);
|
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
|
handleToMesh[node->getName()] = mesh;
|
|
OEngine::Physic::RigidBody* body = mEngine->createAndAdjustRigidBody(mesh, node->getName(), node->getScale().x, node->getPosition(), node->getOrientation());
|
|
mEngine->addRigidBody(body);
|
|
}
|
|
|
|
void PhysicsSystem::addActor (const Ptr& ptr)
|
|
{
|
|
std::string mesh = MWWorld::Class::get(ptr).getModel(ptr);
|
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
|
//TODO:optimize this. Searching the std::map isn't very efficient i think.
|
|
mEngine->addCharacter(node->getName(), mesh, node->getPosition(), node->getScale().x, node->getOrientation());
|
|
}
|
|
|
|
void PhysicsSystem::removeObject (const std::string& handle)
|
|
{
|
|
//TODO:check if actor???
|
|
|
|
mEngine->removeCharacter(handle);
|
|
mEngine->removeRigidBody(handle);
|
|
mEngine->deleteRigidBody(handle);
|
|
}
|
|
|
|
void PhysicsSystem::moveObject (const Ptr& ptr)
|
|
{
|
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
|
std::string handle = node->getName();
|
|
Ogre::Vector3 position = node->getPosition();
|
|
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
|
|
{
|
|
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
|
|
// start positions others than 0, 0, 0
|
|
|
|
|
|
if(dynamic_cast<btBoxShape*>(body->getCollisionShape()) == NULL){
|
|
btTransform tr = body->getWorldTransform();
|
|
tr.setOrigin(btVector3(position.x,position.y,position.z));
|
|
body->setWorldTransform(tr);
|
|
}
|
|
else{
|
|
//For objects that contain a box shape.
|
|
//Do any such objects exist? Perhaps animated objects?
|
|
mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, position, node->getOrientation());
|
|
}
|
|
}
|
|
}
|
|
|
|
void PhysicsSystem::rotateObject (const Ptr& ptr)
|
|
{
|
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
|
const std::string &handle = node->getName();
|
|
const Ogre::Quaternion &rotation = node->getOrientation();
|
|
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
|
|
{
|
|
//Needs to be changed
|
|
act->setRotation(rotation);
|
|
}
|
|
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
|
|
{
|
|
if(dynamic_cast<btBoxShape*>(body->getCollisionShape()) == NULL)
|
|
body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
|
|
else
|
|
mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, node->getPosition(), rotation);
|
|
}
|
|
}
|
|
|
|
void PhysicsSystem::scaleObject (const Ptr& ptr)
|
|
{
|
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
|
const std::string &handle = node->getName();
|
|
if(handleToMesh.find(handle) != handleToMesh.end())
|
|
{
|
|
removeObject(handle);
|
|
addObject(ptr);
|
|
}
|
|
|
|
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
|
|
act->setScale(node->getScale().x);
|
|
}
|
|
|
|
bool PhysicsSystem::toggleCollisionMode()
|
|
{
|
|
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
|
|
{
|
|
if (it->first=="player")
|
|
{
|
|
OEngine::Physic::PhysicActor* act = it->second;
|
|
|
|
bool cmode = act->getCollisionMode();
|
|
if(cmode)
|
|
{
|
|
act->enableCollisions(false);
|
|
mFreeFly = true;
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
mFreeFly = false;
|
|
act->enableCollisions(true);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
throw std::logic_error ("can't find player");
|
|
}
|
|
|
|
bool PhysicsSystem::getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max)
|
|
{
|
|
std::string model = MWWorld::Class::get(ptr).getModel(ptr);
|
|
if (model.empty()) {
|
|
return false;
|
|
}
|
|
btVector3 btMin, btMax;
|
|
float scale = ptr.getCellRef().mScale;
|
|
mEngine->getObjectAABB(model, scale, btMin, btMax);
|
|
|
|
min.x = btMin.x();
|
|
min.y = btMin.y();
|
|
min.z = btMin.z();
|
|
|
|
max.x = btMax.x();
|
|
max.y = btMax.y();
|
|
max.z = btMax.z();
|
|
|
|
return true;
|
|
}
|
|
|
|
void PhysicsSystem::updatePlayerData(Ogre::Vector3 &eyepos, float pitch, float yaw)
|
|
{
|
|
mPlayerData.eyepos = eyepos;
|
|
mPlayerData.pitch = pitch;
|
|
mPlayerData.yaw = yaw;
|
|
}
|
|
}
|