mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-15 23:19:56 +00:00
9cae7882dd
When a script calls SetPos for x,y,z in sequence on an actor, we need to make sure that the actor will not spawn under ground at x,y coordinates. Now that change of coordinates are cumulated and applied all at once, we need to account for the whole offset. To this end move the terrain height check inside of Actor class.
315 lines
8.8 KiB
C++
315 lines
8.8 KiB
C++
#include "actor.hpp"
|
|
|
|
#include <BulletCollision/CollisionShapes/btBoxShape.h>
|
|
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
|
|
|
|
#include <apps/openmw/mwmechanics/actorutil.hpp>
|
|
#include <apps/openmw/mwworld/cellstore.hpp>
|
|
#include <components/sceneutil/positionattitudetransform.hpp>
|
|
#include <components/resource/bulletshape.hpp>
|
|
#include <components/debug/debuglog.hpp>
|
|
#include <components/misc/convert.hpp>
|
|
|
|
#include "../mwworld/class.hpp"
|
|
|
|
#include "collisiontype.hpp"
|
|
#include "mtphysics.hpp"
|
|
|
|
#include <cmath>
|
|
|
|
namespace MWPhysics
|
|
{
|
|
|
|
|
|
Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler)
|
|
: mStandingOnPtr(nullptr), mCanWaterWalk(false), mWalkingOnWater(false)
|
|
, mCollisionObject(nullptr), mMeshTranslation(shape->mCollisionBox.center), mHalfExtents(shape->mCollisionBox.extents)
|
|
, mStuckFrames(0), mLastStuckPosition{0, 0, 0}
|
|
, mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
|
|
, mInternalCollisionMode(true)
|
|
, mExternalCollisionMode(true)
|
|
, mTaskScheduler(scheduler)
|
|
{
|
|
mPtr = ptr;
|
|
|
|
// We can not create actor without collisions - he will fall through the ground.
|
|
// In this case we should autogenerate collision box based on mesh shape
|
|
// (NPCs have bodyparts and use a different approach)
|
|
if (!ptr.getClass().isNpc() && mHalfExtents.length2() == 0.f)
|
|
{
|
|
if (shape->mCollisionShape)
|
|
{
|
|
btTransform transform;
|
|
transform.setIdentity();
|
|
btVector3 min;
|
|
btVector3 max;
|
|
|
|
shape->mCollisionShape->getAabb(transform, min, max);
|
|
mHalfExtents.x() = (max[0] - min[0])/2.f;
|
|
mHalfExtents.y() = (max[1] - min[1])/2.f;
|
|
mHalfExtents.z() = (max[2] - min[2])/2.f;
|
|
|
|
mMeshTranslation = osg::Vec3f(0.f, 0.f, mHalfExtents.z());
|
|
}
|
|
|
|
if (mHalfExtents.length2() == 0.f)
|
|
Log(Debug::Error) << "Error: Failed to calculate bounding box for actor \"" << ptr.getCellRef().getRefId() << "\".";
|
|
}
|
|
|
|
mShape.reset(new btBoxShape(Misc::Convert::toBullet(mHalfExtents)));
|
|
mRotationallyInvariant = (mMeshTranslation.x() == 0.0 && mMeshTranslation.y() == 0.0) && std::fabs(mHalfExtents.x() - mHalfExtents.y()) < 2.2;
|
|
|
|
mConvexShape = static_cast<btConvexShape*>(mShape.get());
|
|
|
|
mCollisionObject = std::make_unique<btCollisionObject>();
|
|
mCollisionObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
mCollisionObject->setActivationState(DISABLE_DEACTIVATION);
|
|
mCollisionObject->setCollisionShape(mShape.get());
|
|
mCollisionObject->setUserPointer(this);
|
|
|
|
updateScale();
|
|
|
|
if(!mRotationallyInvariant)
|
|
updateRotation();
|
|
|
|
updatePosition();
|
|
addCollisionMask(getCollisionMask());
|
|
updateCollisionObjectPosition();
|
|
}
|
|
|
|
Actor::~Actor()
|
|
{
|
|
mTaskScheduler->removeCollisionObject(mCollisionObject.get());
|
|
}
|
|
|
|
void Actor::enableCollisionMode(bool collision)
|
|
{
|
|
mInternalCollisionMode.store(collision, std::memory_order_release);
|
|
}
|
|
|
|
void Actor::enableCollisionBody(bool collision)
|
|
{
|
|
if (mExternalCollisionMode != collision)
|
|
{
|
|
mExternalCollisionMode = collision;
|
|
updateCollisionMask();
|
|
}
|
|
}
|
|
|
|
void Actor::addCollisionMask(int collisionMask)
|
|
{
|
|
mTaskScheduler->addCollisionObject(mCollisionObject.get(), CollisionType_Actor, collisionMask);
|
|
}
|
|
|
|
void Actor::updateCollisionMask()
|
|
{
|
|
mTaskScheduler->setCollisionFilterMask(mCollisionObject.get(), getCollisionMask());
|
|
}
|
|
|
|
int Actor::getCollisionMask() const
|
|
{
|
|
int collisionMask = CollisionType_World | CollisionType_HeightMap;
|
|
if (mExternalCollisionMode)
|
|
collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door;
|
|
if (mCanWaterWalk)
|
|
collisionMask |= CollisionType_Water;
|
|
return collisionMask;
|
|
}
|
|
|
|
void Actor::updatePosition()
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
updateWorldPosition();
|
|
mPreviousPosition = mWorldPosition;
|
|
mPosition = mWorldPosition;
|
|
mSimulationPosition = mWorldPosition;
|
|
mStandingOnPtr = nullptr;
|
|
mSkipSimulation = true;
|
|
}
|
|
|
|
void Actor::updateWorldPosition()
|
|
{
|
|
if (mWorldPosition != mPtr.getRefData().getPosition().asVec3())
|
|
mWorldPositionChanged = true;
|
|
mWorldPosition = mPtr.getRefData().getPosition().asVec3();
|
|
}
|
|
|
|
osg::Vec3f Actor::getWorldPosition() const
|
|
{
|
|
return mWorldPosition;
|
|
}
|
|
|
|
void Actor::setSimulationPosition(const osg::Vec3f& position)
|
|
{
|
|
if (!mSkipSimulation)
|
|
mSimulationPosition = position;
|
|
mSkipSimulation = false;
|
|
}
|
|
|
|
osg::Vec3f Actor::getSimulationPosition() const
|
|
{
|
|
return mSimulationPosition;
|
|
}
|
|
|
|
osg::Vec3f Actor::getScaledMeshTranslation() const
|
|
{
|
|
return mRotation * osg::componentMultiply(mMeshTranslation, mScale);
|
|
}
|
|
|
|
void Actor::updateCollisionObjectPosition()
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
mShape->setLocalScaling(Misc::Convert::toBullet(mScale));
|
|
osg::Vec3f scaledTranslation = mRotation * osg::componentMultiply(mMeshTranslation, mScale);
|
|
osg::Vec3f newPosition = scaledTranslation + mPosition;
|
|
mLocalTransform.setOrigin(Misc::Convert::toBullet(newPosition));
|
|
mLocalTransform.setRotation(Misc::Convert::toBullet(mRotation));
|
|
mCollisionObject->setWorldTransform(mLocalTransform);
|
|
mWorldPositionChanged = false;
|
|
}
|
|
|
|
osg::Vec3f Actor::getCollisionObjectPosition() const
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
return Misc::Convert::toOsg(mLocalTransform.getOrigin());
|
|
}
|
|
|
|
bool Actor::setPosition(const osg::Vec3f& position)
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
// position is being forced, ignore simulation results until we sync up
|
|
if (mSkipSimulation)
|
|
return false;
|
|
bool hasChanged = mPosition != position || mPositionOffset.length() != 0 || mWorldPositionChanged;
|
|
applyOffsetChange();
|
|
mPreviousPosition = mPosition;
|
|
mPosition = position;
|
|
return hasChanged;
|
|
}
|
|
|
|
void Actor::adjustPosition(const osg::Vec3f& offset)
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
mPositionOffset += offset;
|
|
}
|
|
|
|
void Actor::applyOffsetChange()
|
|
{
|
|
if (mPositionOffset.length() == 0)
|
|
return;
|
|
if (mPositionOffset.z() != 0)
|
|
{
|
|
// Often, offset are set in sequence x, y, z
|
|
// We don't want actors to be moved under the ground
|
|
// Check terrain height at new coordinate and update z offset if necessary
|
|
const auto pos = mWorldPosition + mPositionOffset;
|
|
const auto terrainHeight = mPtr.getCell()->isExterior() ? MWBase::Environment::get().getWorld()->getTerrainHeightAt(pos) : -std::numeric_limits<float>::max();
|
|
mPositionOffset.z() = std::max(pos.z(), terrainHeight) - mWorldPosition.z();
|
|
}
|
|
mWorldPosition += mPositionOffset;
|
|
mPosition += mPositionOffset;
|
|
mPreviousPosition += mPositionOffset;
|
|
mSimulationPosition += mPositionOffset;
|
|
mPositionOffset = osg::Vec3f();
|
|
mWorldPositionChanged = true;
|
|
}
|
|
|
|
osg::Vec3f Actor::getPosition() const
|
|
{
|
|
return mPosition;
|
|
}
|
|
|
|
osg::Vec3f Actor::getPreviousPosition() const
|
|
{
|
|
return mPreviousPosition;
|
|
}
|
|
|
|
void Actor::updateRotation ()
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
mRotation = mPtr.getRefData().getBaseNode()->getAttitude();
|
|
}
|
|
|
|
bool Actor::isRotationallyInvariant() const
|
|
{
|
|
return mRotationallyInvariant;
|
|
}
|
|
|
|
void Actor::updateScale()
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
float scale = mPtr.getCellRef().getScale();
|
|
osg::Vec3f scaleVec(scale,scale,scale);
|
|
|
|
mPtr.getClass().adjustScale(mPtr, scaleVec, false);
|
|
mScale = scaleVec;
|
|
|
|
scaleVec = osg::Vec3f(scale,scale,scale);
|
|
mPtr.getClass().adjustScale(mPtr, scaleVec, true);
|
|
mRenderingScale = scaleVec;
|
|
}
|
|
|
|
osg::Vec3f Actor::getHalfExtents() const
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
return osg::componentMultiply(mHalfExtents, mScale);
|
|
}
|
|
|
|
osg::Vec3f Actor::getOriginalHalfExtents() const
|
|
{
|
|
return mHalfExtents;
|
|
}
|
|
|
|
osg::Vec3f Actor::getRenderingHalfExtents() const
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
return osg::componentMultiply(mHalfExtents, mRenderingScale);
|
|
}
|
|
|
|
void Actor::setInertialForce(const osg::Vec3f &force)
|
|
{
|
|
mForce = force;
|
|
}
|
|
|
|
void Actor::setOnGround(bool grounded)
|
|
{
|
|
mOnGround.store(grounded, std::memory_order_release);
|
|
}
|
|
|
|
void Actor::setOnSlope(bool slope)
|
|
{
|
|
mOnSlope.store(slope, std::memory_order_release);
|
|
}
|
|
|
|
bool Actor::isWalkingOnWater() const
|
|
{
|
|
return mWalkingOnWater.load(std::memory_order_acquire);
|
|
}
|
|
|
|
void Actor::setWalkingOnWater(bool walkingOnWater)
|
|
{
|
|
mWalkingOnWater.store(walkingOnWater, std::memory_order_release);
|
|
}
|
|
|
|
void Actor::setCanWaterWalk(bool waterWalk)
|
|
{
|
|
if (waterWalk != mCanWaterWalk)
|
|
{
|
|
mCanWaterWalk = waterWalk;
|
|
updateCollisionMask();
|
|
}
|
|
}
|
|
|
|
MWWorld::Ptr Actor::getStandingOnPtr() const
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
return mStandingOnPtr;
|
|
}
|
|
|
|
void Actor::setStandingOnPtr(const MWWorld::Ptr& ptr)
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
mStandingOnPtr = ptr;
|
|
}
|
|
|
|
}
|