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https://github.com/TES3MP/openmw-tes3mp.git
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177 lines
7.1 KiB
C++
177 lines
7.1 KiB
C++
#include "stepper.hpp"
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#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include "collisiontype.hpp"
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#include "constants.hpp"
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#include "movementsolver.hpp"
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namespace MWPhysics
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{
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static bool canStepDown(const ActorTracer &stepper)
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{
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if (!stepper.mHitObject)
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return false;
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static const float sMaxSlopeCos = std::cos(osg::DegreesToRadians(sMaxSlope));
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if (stepper.mPlaneNormal.z() <= sMaxSlopeCos)
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return false;
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return stepper.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup != CollisionType_Actor;
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}
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Stepper::Stepper(const btCollisionWorld *colWorld, const btCollisionObject *colObj)
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: mColWorld(colWorld)
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, mColObj(colObj)
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{
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}
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bool Stepper::step(osg::Vec3f &position, osg::Vec3f &velocity, float &remainingTime, const bool & onGround, bool firstIteration)
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{
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if(velocity.x() == 0.0 && velocity.y() == 0.0)
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return false;
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// Stairstepping algorithms work by moving up to avoid the step, moving forwards, then moving back down onto the ground.
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// This algorithm has a couple of minor problems, but they don't cause problems for sane geometry, and just prevent stepping on insane geometry.
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mUpStepper.doTrace(mColObj, position, position+osg::Vec3f(0.0f,0.0f,sStepSizeUp), mColWorld);
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float upDistance = 0;
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if(!mUpStepper.mHitObject)
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upDistance = sStepSizeUp;
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else if(mUpStepper.mFraction*sStepSizeUp > sCollisionMargin)
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upDistance = mUpStepper.mFraction*sStepSizeUp - sCollisionMargin;
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else
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{
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return false;
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}
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auto toMove = velocity * remainingTime;
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osg::Vec3f tracerPos = position + osg::Vec3f(0.0f, 0.0f, upDistance);
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osg::Vec3f tracerDest;
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auto normalMove = toMove;
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auto moveDistance = normalMove.normalize();
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// attempt 1: normal movement
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// attempt 2: fixed distance movement, only happens on the first movement solver iteration/bounce each frame to avoid a glitch
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// attempt 3: further, less tall fixed distance movement, same as above
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// If you're making a full conversion you should purge the logic for attempts 2 and 3. Attempts 2 and 3 just try to work around problems with vanilla Morrowind assets.
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int attempt = 0;
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float downStepSize = 0;
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while(attempt < 3)
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{
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attempt++;
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if(attempt == 1)
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tracerDest = tracerPos + toMove;
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else if (!sDoExtraStairHacks) // early out if we have extra hacks disabled
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{
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return false;
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}
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else if(attempt == 2)
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{
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moveDistance = sMinStep;
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tracerDest = tracerPos + normalMove*sMinStep;
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}
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else if(attempt == 3)
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{
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if(upDistance > sStepSizeUp)
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{
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upDistance = sStepSizeUp;
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tracerPos = position + osg::Vec3f(0.0f, 0.0f, upDistance);
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}
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moveDistance = sMinStep2;
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tracerDest = tracerPos + normalMove*sMinStep2;
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}
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mTracer.doTrace(mColObj, tracerPos, tracerDest, mColWorld);
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if(mTracer.mHitObject)
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{
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// map against what we hit, minus the safety margin
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moveDistance *= mTracer.mFraction;
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if(moveDistance <= sCollisionMargin) // didn't move enough to accomplish anything
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{
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return false;
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}
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moveDistance -= sCollisionMargin;
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tracerDest = tracerPos + normalMove*moveDistance;
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// safely eject from what we hit by the safety margin
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auto tempDest = tracerDest + mTracer.mPlaneNormal*sCollisionMargin*2;
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ActorTracer tempTracer;
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tempTracer.doTrace(mColObj, tracerDest, tempDest, mColWorld);
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if(tempTracer.mFraction > 0.5f) // distance to any object is greater than sCollisionMargin (we checked sCollisionMargin*2 distance)
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{
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auto effectiveFraction = tempTracer.mFraction*2.0f - 1.0f;
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tracerDest += mTracer.mPlaneNormal*sCollisionMargin*effectiveFraction;
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}
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}
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if(attempt > 2) // do not allow stepping down below original height for attempt 3
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downStepSize = upDistance;
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else
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downStepSize = moveDistance + upDistance + sStepSizeDown;
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mDownStepper.doTrace(mColObj, tracerDest, tracerDest + osg::Vec3f(0.0f, 0.0f, -downStepSize), mColWorld);
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// can't step down onto air, non-walkable-slopes, or actors
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// NOTE: using a capsule causes isWalkableSlope (used in canStepDown) to fail on certain geometry that were intended to be valid at the bottoms of stairs
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// (like the bottoms of the staircases in aldruhn's guild of mages)
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// The old code worked around this by trying to do mTracer again with a fixed distance of sMinStep (10.0) but it caused all sorts of other problems.
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// Switched back to cylinders to avoid that and similer problems.
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if(canStepDown(mDownStepper))
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{
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break;
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}
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else
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{
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// do not try attempt 3 if we just tried attempt 2 and the horizontal distance was rather large
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// (forces actor to get snug against the defective ledge for attempt 3 to be tried)
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if(attempt == 2 && moveDistance > upDistance-(mDownStepper.mFraction*downStepSize))
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{
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return false;
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}
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// do next attempt if first iteration of movement solver and not out of attempts
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if(firstIteration && attempt < 3)
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{
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continue;
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}
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return false;
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}
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}
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// note: can't downstep onto actors so no need to pick safety margin
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float downDistance = 0;
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if(mDownStepper.mFraction*downStepSize > sCollisionMargin)
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downDistance = mDownStepper.mFraction*downStepSize - sCollisionMargin;
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if(downDistance-sCollisionMargin-sGroundOffset > upDistance && !onGround)
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return false;
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auto newpos = tracerDest + osg::Vec3f(0.0f, 0.0f, -downDistance);
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if((position-newpos).length2() < sCollisionMargin*sCollisionMargin)
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return false;
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if(mTracer.mHitObject)
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{
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auto planeNormal = mTracer.mPlaneNormal;
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if (onGround && !isWalkableSlope(planeNormal) && planeNormal.z() != 0)
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{
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planeNormal.z() = 0;
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planeNormal.normalize();
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}
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velocity = reject(velocity, planeNormal);
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}
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velocity = reject(velocity, mDownStepper.mPlaneNormal);
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position = newpos;
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remainingTime *= (1.0f-mTracer.mFraction); // remaining time is proportional to remaining distance
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return true;
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}
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}
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