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openmw-tes3mp/apps/openmw/mwphysics/stepper.cpp

149 lines
6.3 KiB
C++

#include "stepper.hpp"
#include <limits>
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include "collisiontype.hpp"
#include "constants.hpp"
namespace MWPhysics
{
static bool canStepDown(const ActorTracer &stepper)
{
if (!stepper.mHitObject)
return false;
static const float sMaxSlopeCos = std::cos(osg::DegreesToRadians(sMaxSlope));
if (stepper.mPlaneNormal.z() <= sMaxSlopeCos)
return false;
return stepper.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup != CollisionType_Actor;
}
Stepper::Stepper(const btCollisionWorld *colWorld, const btCollisionObject *colObj)
: mColWorld(colWorld)
, mColObj(colObj)
, mHaveMoved(true)
{
}
bool Stepper::step(osg::Vec3f &position, const osg::Vec3f &toMove, float &remainingTime)
{
/*
* Slide up an incline or set of stairs. Should be called only after a
* collision detection otherwise unnecessary tracing will be performed.
*
* NOTE: with a small change this method can be used to step over an obstacle
* of height sStepSize.
*
* If successful return 'true' and update 'position' to the new possible
* location and adjust 'remainingTime'.
*
* If not successful return 'false'. May fail for these reasons:
* - can't move directly up from current position
* - having moved up by between epsilon() and sStepSize, can't move forward
* - having moved forward by between epsilon() and toMove,
* = moved down between 0 and just under sStepSize but slope was too steep, or
* = moved the full sStepSize down (FIXME: this could be a bug)
*
* Starting position. Obstacle or stairs with height upto sStepSize in front.
*
* +--+ +--+ |XX
* | | -------> toMove | | +--+XX
* | | | | |XXXXX
* | | +--+ | | +--+XXXXX
* | | |XX| | | |XXXXXXXX
* +--+ +--+ +--+ +--------
* ==============================================
*/
/*
* Try moving up sStepSize using stepper.
* FIXME: does not work in case there is no front obstacle but there is one above
*
* +--+ +--+
* | | | |
* | | | | |XX
* | | | | +--+XX
* | | | | |XXXXX
* +--+ +--+ +--+ +--+XXXXX
* |XX| |XXXXXXXX
* +--+ +--------
* ==============================================
*/
if (mHaveMoved)
{
mHaveMoved = false;
mUpStepper.doTrace(mColObj, position, position+osg::Vec3f(0.0f,0.0f,sStepSizeUp), mColWorld);
if (mUpStepper.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
// (TODO: shouldn't this be larger? Why bother with such a small amount?)
}
/*
* Try moving from the elevated position using tracer.
*
* +--+ +--+
* | | |YY| FIXME: collision with object YY
* | | +--+
* | |
* <------------------->| |
* +--+ +--+
* |XX| the moved amount is toMove*tracer.mFraction
* +--+
* ==============================================
*/
osg::Vec3f tracerPos = mUpStepper.mEndPos;
mTracer.doTrace(mColObj, tracerPos, tracerPos + toMove, mColWorld);
if (mTracer.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
/*
* Try moving back down sStepSizeDown using stepper.
* NOTE: if there is an obstacle below (e.g. stairs), we'll be "stepping up".
* Below diagram is the case where we "stepped over" an obstacle in front.
*
* +--+
* |YY|
* +--+ +--+
* | |
* | |
* +--+ | |
* |XX| | |
* +--+ +--+
* ==============================================
*/
mDownStepper.doTrace(mColObj, mTracer.mEndPos, mTracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), mColWorld);
if (!canStepDown(mDownStepper))
{
// Try again with increased step length
if (mTracer.mFraction < 1.0f || toMove.length2() > sMinStep*sMinStep)
return false;
osg::Vec3f direction = toMove;
direction.normalize();
mTracer.doTrace(mColObj, tracerPos, tracerPos + direction*sMinStep, mColWorld);
if (mTracer.mFraction < 0.001f)
return false;
mDownStepper.doTrace(mColObj, mTracer.mEndPos, mTracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), mColWorld);
if (!canStepDown(mDownStepper))
return false;
}
if (mDownStepper.mFraction < 1.0f)
{
// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
// TODO: stepper.mPlaneNormal does not appear to be reliable - needs more testing
// NOTE: caller's variables 'position' & 'remainingTime' are modified here
position = mDownStepper.mEndPos;
remainingTime *= (1.0f-mTracer.mFraction); // remaining time is proportional to remaining distance
mHaveMoved = true;
return true;
}
return false;
}
}