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openmw-tes3mp/apps/openmw/mwworld/physicssystem.cpp

571 lines
23 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/bulletnifloader.hpp>
#include "../mwbase/world.hpp" // FIXME
#include "../mwbase/environment.hpp"
#include <components/esm/loadgmst.hpp>
#include "../mwworld/esmstore.hpp"
#include "ptr.hpp"
#include "class.hpp"
using namespace Ogre;
namespace MWWorld
{
static const float sMaxSlope = 60.0f;
static const float sStepSize = 30.0f;
// 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::Quaternion& orient, const Ogre::Vector3 &velocity, float remainingTime,
const Ogre::Vector3 &halfExtents, bool isInterior,
OEngine::Physic::PhysicEngine *engine)
{
traceResults trace; // no initialization needed
newtrace(&trace, orient, position, position+Ogre::Vector3(0.0f,0.0f,sStepSize),
halfExtents, isInterior, engine);
if(trace.fraction == 0.0f)
return false;
newtrace(&trace, orient, trace.endpos, trace.endpos + velocity*remainingTime,
halfExtents, isInterior, engine);
if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > sMaxSlope))
return false;
newtrace(&trace, orient, trace.endpos, trace.endpos-Ogre::Vector3(0.0f,0.0f,sStepSize), halfExtents, 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=1.0f)
{
//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 traceDown(const MWWorld::Ptr &ptr, OEngine::Physic::PhysicEngine *engine)
{
const ESM::Position &refpos = ptr.getRefData().getPosition();
Ogre::Vector3 position(refpos.pos);
bool hit=false;
bool isInterior = !ptr.getCell()->isExterior();
OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle());
if (!physicActor)
return position;
bool wasCollisionMode = physicActor->getCollisionMode();
physicActor->enableCollisions(false);
Ogre::Vector3 halfExtents = physicActor->getHalfExtents();// + Vector3(1,1,1);
halfExtents.z = 1; // we trace the feet only, so we use a very thin box
Ogre::Vector3 newPosition = position;
traceResults trace; //no initialization needed
int maxHeight = 200.f;
newtrace(&trace, Ogre::Quaternion::IDENTITY, newPosition, newPosition-Ogre::Vector3(0,0,maxHeight), halfExtents, isInterior, engine);
if(trace.fraction < 1.0f)
hit = true;
newPosition = trace.endpos;
physicActor->setOnGround(hit && getSlope(trace.planenormal) <= sMaxSlope);
if (wasCollisionMode)
physicActor->enableCollisions(true);
if (hit)
return newPosition+Ogre::Vector3(0,0,4);
else
return position;
}
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();
Ogre::Vector3 halfExtents = physicActor->getHalfExtents();// + Vector3(1,1,1);
bool wasCollisionMode = physicActor->getCollisionMode();
physicActor->enableCollisions(false);
Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[2]), Ogre::Vector3::UNIT_Z);
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, orient, position, position-Ogre::Vector3(0,0,4), halfExtents, 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);
}
const 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, orient, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, isInterior, engine);
newPosition = trace.endpos;
remainingTime = remainingTime * (1.0f-trace.fraction);
// check for obstructions
if(trace.fraction < 1.0f)
{
//std::cout<<"angle: "<<getSlope(trace.planenormal)<<"\n";
if(getSlope(trace.planenormal) <= sMaxSlope)
{
// We hit a slope we can walk on. Update velocity accordingly.
clipVelocity(clippedVelocity, trace.planenormal);
// We're only on the ground if gravity is affecting us
onground = gravity;
}
else
{
// Can't walk on this. Try to step up onto it.
if((gravity && !onground) ||
!stepMove(newPosition, orient, velocity, remainingTime, halfExtents, isInterior, engine))
{
Ogre::Vector3 resultantDirection = trace.planenormal.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 += trace.planenormal*clippedVelocity.length()/50.0f;
}
}
}
iterations++;
} while(iterations < sMaxIterations && remainingTime > 0.0f);
if(onground)
{
newtrace(&trace, orient, newPosition, newPosition-Ogre::Vector3(0,0,sStepSize+4.0f), halfExtents, isInterior, engine);
if(trace.fraction < 1.0f && getSlope(trace.planenormal) <= sMaxSlope)
newPosition.z = trace.endpos.z + 2.0f;
else
onground = false;
}
physicActor->setOnGround(onground);
physicActor->setVerticalForce(!onground ? clippedVelocity.z - time*627.2f : 0.0f);
if (wasCollisionMode)
physicActor->enableCollisions(true);
return newPosition;
}
};
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
mRender(_rend), mEngine(0)
{
// 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)
{
Ray ray = mRender.getCamera()->getCameraToViewportRay(0.5, 0.5);
Ogre::Vector3 origin_ = ray.getOrigin();
btVector3 origin(origin_.x, origin_.y, origin_.z);
Ogre::Vector3 dir_ = ray.getDirection().normalisedCopy();
btVector3 dir(dir_.x, dir_.y, dir_.z);
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)
{
Ray ray = mRender.getCamera()->getCameraToViewportRay(0.5, 0.5);
Ogre::Vector3 origin_ = ray.getOrigin();
btVector3 origin(origin_.x, origin_.y, origin_.z);
Ogre::Vector3 dir_ = ray.getDirection().normalisedCopy();
btVector3 dir(dir_.x, dir_.y, dir_.z);
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;
_from = btVector3(from.x, from.y, from.z);
_to = btVector3(to.x, to.y, to.z);
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;
}
std::pair<std::string,float> PhysicsSystem::getFacedHandle(const Ogre::Vector3 &origin_, const Ogre::Quaternion &orient_, float queryDistance)
{
btVector3 origin(origin_.x, origin_.y, origin_.z);
std::pair<std::string,btVector3> result = mEngine->sphereTest(queryDistance,origin);
if(result.first == "") return std::make_pair("",0);
btVector3 a = result.second - origin;
Ogre::Vector3 a_ = Ogre::Vector3(a.x(),a.y(),a.z());
a_ = orient_.Inverse()*a_;
Ogre::Vector2 a_xy = Ogre::Vector2(a_.x,a_.y);
Ogre::Vector2 a_yz = Ogre::Vector2(a_xy.length(),a_.z);
float axy = a_xy.angleBetween(Ogre::Vector2::UNIT_Y).valueDegrees();
float az = a_yz.angleBetween(Ogre::Vector2::UNIT_X).valueDegrees();
float fCombatAngleXY = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatAngleXY")->getFloat();
float fCombatAngleZ = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatAngleZ")->getFloat();
if(abs(axy) < fCombatAngleXY && abs(az) < fCombatAngleZ)
return std::make_pair (result.first,result.second.length());
else
return std::make_pair("",0);
}
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).y,centerRay.getPoint(extent).z);
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).y,centerRay.getPoint(extent).z);
return result;
}
bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to, bool raycastingObjectOnly,bool ignoreHeightMap)
{
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, raycastingObjectOnly,ignoreHeightMap);
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.second == -1) {
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;
_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);
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
}
}
std::vector<std::string> PhysicsSystem::getCollisions(const Ptr &ptr)
{
return mEngine->getCollisions(ptr.getRefData().getBaseNode()->getName());
}
Ogre::Vector3 PhysicsSystem::move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time, bool gravity)
{
return MovementSolver::move(ptr, movement, time, gravity, mEngine);
}
Ogre::Vector3 PhysicsSystem::traceDown(const MWWorld::Ptr &ptr)
{
return MovementSolver::traceDown(ptr, 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, bool placeable)
{
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(), 0, 0, false, placeable);
OEngine::Physic::RigidBody* raycastingBody = mEngine->createAndAdjustRigidBody(
mesh, node->getName(), node->getScale().x, node->getPosition(), node->getOrientation(), 0, 0, true, placeable);
mEngine->addRigidBody(body, true, raycastingBody);
}
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();
const std::string &handle = node->getName();
const Ogre::Vector3 &position = node->getPosition();
if(OEngine::Physic::RigidBody *body = mEngine->getRigidBody(handle))
body->getWorldTransform().setOrigin(btVector3(position.x,position.y,position.z));
if(OEngine::Physic::RigidBody *body = mEngine->getRigidBody(handle, true))
body->getWorldTransform().setOrigin(btVector3(position.x,position.y,position.z));
if(OEngine::Physic::PhysicActor *physact = mEngine->getCharacter(handle))
physact->setPosition(position);
}
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);
}
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle, true))
{
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())
{
bool placeable = false;
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle,true))
placeable = body->mPlaceable;
else if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle,false))
placeable = body->mPlaceable;
removeObject(handle);
addObject(ptr, placeable);
}
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->mActorMap.begin(); it != mEngine->mActorMap.end();++it)
{
if (it->first=="player")
{
OEngine::Physic::PhysicActor* act = it->second;
bool cmode = act->getCollisionMode();
if(cmode)
{
act->enableCollisions(false);
return false;
}
else
{
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;
}
}