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openmw-tes3mp/apps/openmw/mwphysics/actor.cpp
fredzio 7bae6691b6 Introduce World::moveObjectBy() function to translate an object relatively to
its current position.
Use it in relevant MWScripts opcode (move and moveworld).
Remove the fragile detection of scripted translation from PhysicsTaskScheduler.

No user visible change, just a more robust mechanism.
2020-12-18 08:40:38 +01:00

303 lines
8.2 KiB
C++

#include "actor.hpp"
#include <BulletCollision/CollisionShapes/btCapsuleShape.h>
#include <BulletCollision/CollisionShapes/btBoxShape.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#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"
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)
, 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() << "\".";
}
// Use capsule shape only if base is square (nonuniform scaling apparently doesn't work on it)
if (std::abs(mHalfExtents.x()-mHalfExtents.y())<mHalfExtents.x()*0.05 && mHalfExtents.z() >= mHalfExtents.x())
{
mShape.reset(new btCapsuleShapeZ(mHalfExtents.x(), 2*mHalfExtents.z() - 2*mHalfExtents.x()));
mRotationallyInvariant = true;
}
else
{
mShape.reset(new btBoxShape(Misc::Convert::toBullet(mHalfExtents)));
mRotationallyInvariant = false;
}
mConvexShape = static_cast<btConvexShape*>(mShape.get());
mCollisionObject.reset(new btCollisionObject);
mCollisionObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
mCollisionObject->setActivationState(DISABLE_DEACTIVATION);
mCollisionObject->setCollisionShape(mShape.get());
mCollisionObject->setUserPointer(this);
updateRotation();
updateScale();
resetPosition();
addCollisionMask(getCollisionMask());
}
Actor::~Actor()
{
if (mCollisionObject)
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::updatePositionUnsafe()
{
if (!mWorldPositionChanged && mWorldPosition != mPtr.getRefData().getPosition().asVec3())
mWorldPositionChanged = true;
mWorldPosition = mPtr.getRefData().getPosition().asVec3();
}
void Actor::updatePosition()
{
std::scoped_lock lock(mPositionMutex);
updatePositionUnsafe();
}
osg::Vec3f Actor::getWorldPosition() const
{
std::scoped_lock lock(mPositionMutex);
return mWorldPosition;
}
void Actor::setSimulationPosition(const osg::Vec3f& position)
{
mSimulationPosition = position;
}
osg::Vec3f Actor::getSimulationPosition() const
{
return mSimulationPosition;
}
void Actor::updateCollisionObjectPositionUnsafe()
{
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;
}
void Actor::updateCollisionObjectPosition()
{
std::scoped_lock lock(mPositionMutex);
updateCollisionObjectPositionUnsafe();
}
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);
bool hasChanged = mPosition != position || mPositionOffset.length() != 0 || mWorldPositionChanged;
mPreviousPosition = mPosition + mPositionOffset;
mPosition = position + mPositionOffset;
mPositionOffset = osg::Vec3f();
return hasChanged;
}
void Actor::adjustPosition(const osg::Vec3f& offset)
{
std::scoped_lock lock(mPositionMutex);
mPositionOffset += offset;
}
void Actor::resetPosition()
{
std::scoped_lock lock(mPositionMutex);
updatePositionUnsafe();
mPreviousPosition = mWorldPosition;
mPosition = mWorldPosition;
mSimulationPosition = mWorldPosition;
updateCollisionObjectPositionUnsafe();
mStandingOnPtr = nullptr;
mWorldPositionChanged = false;
}
osg::Vec3f Actor::getPosition() const
{
return mPosition;
}
osg::Vec3f Actor::getPreviousPosition() const
{
return mPreviousPosition;
}
void Actor::updateRotation ()
{
std::scoped_lock lock(mPositionMutex);
if (mRotation == mPtr.getRefData().getBaseNode()->getAttitude())
return;
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
{
std::scoped_lock lock(mPositionMutex);
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)
{
std::scoped_lock lock(mPositionMutex);
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;
}
}