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

589 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 = 32.0f;
// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
static const int sMaxIterations = 8;
class MovementSolver
{
private:
static float getSlope(const Ogre::Vector3 &normal)
{
return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees();
}
static bool stepMove(btCollisionObject *colobj, Ogre::Vector3 &position,
const Ogre::Vector3 &velocity, float &remainingTime,
OEngine::Physic::PhysicEngine *engine)
{
OEngine::Physic::ActorTracer tracer, stepper;
stepper.doTrace(colobj, position, position+Ogre::Vector3(0.0f,0.0f,sStepSize), engine);
if(stepper.mFraction < std::numeric_limits<float>::epsilon())
return false;
tracer.doTrace(colobj, stepper.mEndPos, stepper.mEndPos + velocity*remainingTime, engine);
if(tracer.mFraction < std::numeric_limits<float>::epsilon())
return false;
stepper.doTrace(colobj, tracer.mEndPos, tracer.mEndPos-Ogre::Vector3(0.0f,0.0f,sStepSize), engine);
if(stepper.mFraction < 1.0f && getSlope(stepper.mPlaneNormal) <= sMaxSlope)
{
// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
position = stepper.mEndPos;
remainingTime *= (1.0f-tracer.mFraction);
return true;
}
return false;
}
///Project a vector u on another vector v
static inline Ogre::Vector3 project(const Ogre::Vector3 u, const Ogre::Vector3 &v)
{
return v * u.dotProduct(v);
}
///Helper for computing the character sliding
static inline Ogre::Vector3 slide(Ogre::Vector3 direction, const Ogre::Vector3 &planeNormal)
{
return direction - project(direction, planeNormal);
}
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);
OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle());
if (!physicActor)
return position;
const int maxHeight = 200.f;
OEngine::Physic::ActorTracer tracer;
tracer.findGround(physicActor->getCollisionBody(), position, position-Ogre::Vector3(0,0,maxHeight), engine);
if(tracer.mFraction >= 1.0f)
{
physicActor->setOnGround(false);
return position;
}
physicActor->setOnGround(getSlope(tracer.mPlaneNormal) <= sMaxSlope);
return tracer.mEndPos;
}
static Ogre::Vector3 move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time,
bool isFlying, float waterlevel, 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 * time;
}
btCollisionObject *colobj = physicActor->getCollisionBody();
Ogre::Vector3 halfExtents = physicActor->getHalfExtents();
position.z += halfExtents.z;
waterlevel -= halfExtents.z * 0.5;
OEngine::Physic::ActorTracer tracer;
bool wasOnGround = false;
bool isOnGround = false;
Ogre::Vector3 inertia(0.0f);
Ogre::Vector3 velocity;
if(position.z < waterlevel || isFlying)
{
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;
}
else
{
velocity = Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z) * movement;
if(!physicActor->getOnGround())
{
// If falling, add part of the incoming velocity with the current inertia
velocity = velocity*time + physicActor->getInertialForce();
}
inertia = velocity;
if(!(movement.z > 0.0f))
{
wasOnGround = physicActor->getOnGround();
tracer.doTrace(colobj, position, position-Ogre::Vector3(0,0,2), engine);
if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope)
isOnGround = true;
}
}
if(isOnGround)
{
// if we're on the ground, don't try to fall
velocity.z = std::max(0.0f, velocity.z);
}
Ogre::Vector3 newPosition = position;
float remainingTime = time;
for(int iterations = 0;iterations < sMaxIterations && remainingTime > 0.01f;++iterations)
{
Ogre::Vector3 nextpos = newPosition + velocity*remainingTime;
if(newPosition.z < waterlevel && !isFlying &&
nextpos.z > waterlevel && newPosition.z <= waterlevel)
{
const Ogre::Vector3 down(0,0,-1);
Ogre::Real movelen = velocity.normalise();
Ogre::Vector3 reflectdir = velocity.reflect(down);
reflectdir.normalise();
velocity = slide(reflectdir, down)*movelen;
continue;
}
// trace to where character would go if there were no obstructions
tracer.doTrace(colobj, newPosition, nextpos, engine);
// check for obstructions
if(tracer.mFraction >= 1.0f)
{
newPosition = tracer.mEndPos;
remainingTime *= (1.0f-tracer.mFraction);
break;
}
// We hit something. Try to step up onto it.
if(stepMove(colobj, newPosition, velocity, remainingTime, engine))
isOnGround = !(newPosition.z < waterlevel || isFlying); // Only on the ground if there's gravity
else
{
// Can't move this way, try to find another spot along the plane
Ogre::Real movelen = velocity.normalise();
Ogre::Vector3 reflectdir = velocity.reflect(tracer.mPlaneNormal);
reflectdir.normalise();
velocity = slide(reflectdir, tracer.mPlaneNormal)*movelen;
// Do not allow sliding upward if there is gravity. Stepping will have taken
// care of that.
if(!(newPosition.z < waterlevel || isFlying))
velocity.z = std::min(velocity.z, 0.0f);
}
}
if(isOnGround || wasOnGround)
{
tracer.doTrace(colobj, newPosition, newPosition-Ogre::Vector3(0,0,sStepSize+2.0f), engine);
if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope)
{
newPosition.z = tracer.mEndPos.z + 1.0f;
isOnGround = true;
}
else
isOnGround = false;
}
if(isOnGround || newPosition.z < waterlevel || isFlying)
physicActor->setInertialForce(Ogre::Vector3(0.0f));
else
{
inertia.z += time*-627.2f;
physicActor->setInertialForce(inertia);
}
physicActor->setOnGround(isOnGround);
newPosition.z -= halfExtents.z;
return newPosition;
}
};
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
mRender(_rend), mEngine(0), mTimeAccum(0.0f)
{
// 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(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 = 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,Ogre::Vector3> PhysicsSystem::getHitContact(const std::string &name,
const Ogre::Vector3 &origin,
const Ogre::Quaternion &orient,
float queryDistance)
{
const MWWorld::Store<ESM::GameSetting> &store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
btConeShape shape(Ogre::Degree(store.find("fCombatAngleXY")->getFloat()/2.0f).valueRadians(),
queryDistance);
shape.setLocalScaling(btVector3(1, 1, Ogre::Degree(store.find("fCombatAngleZ")->getFloat()/2.0f).valueRadians() /
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.
Ogre::Vector3 center = origin + (orient * Ogre::Vector3(0.0f, queryDistance*0.5f, 0.0f));
btCollisionObject object;
object.setCollisionShape(&shape);
object.setWorldTransform(btTransform(btQuaternion(orient.x, orient.y, orient.z, orient.w),
btVector3(center.x, center.y, center.z)));
std::pair<const OEngine::Physic::RigidBody*,btVector3> result = mEngine->getFilteredContact(
name, btVector3(origin.x, origin.y, origin.z), &object);
if(!result.first)
return std::make_pair(std::string(), Ogre::Vector3(&result.second[0]));
return std::make_pair(result.first->mName, Ogre::Vector3(&result.second[0]));
}
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::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)
{
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;
}
void PhysicsSystem::queueObjectMovement(const Ptr &ptr, const Ogre::Vector3 &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));
}
const PtrVelocityList& PhysicsSystem::applyQueuedMovement(float dt)
{
mMovementResults.clear();
mTimeAccum += dt;
if(mTimeAccum >= 1.0f/60.0f)
{
const MWBase::World *world = MWBase::Environment::get().getWorld();
PtrVelocityList::iterator iter = mMovementQueue.begin();
for(;iter != mMovementQueue.end();iter++)
{
float waterlevel = -std::numeric_limits<float>::max();
const ESM::Cell *cell = iter->first.getCell()->mCell;
if(cell->hasWater())
waterlevel = cell->mWater;
Ogre::Vector3 newpos = MovementSolver::move(iter->first, iter->second, mTimeAccum,
world->isFlying(iter->first),
waterlevel, mEngine);
mMovementResults.push_back(std::make_pair(iter->first, newpos));
}
mTimeAccum = 0.0f;
}
mMovementQueue.clear();
return mMovementResults;
}
}