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104 lines
4.8 KiB
C++
104 lines
4.8 KiB
C++
#include "actorconvexcallback.hpp"
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#include "collisiontype.hpp"
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#include "contacttestwrapper.h"
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#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
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#include <components/misc/convert.hpp>
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#include "projectile.hpp"
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namespace MWPhysics
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{
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class ActorOverlapTester : public btCollisionWorld::ContactResultCallback
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{
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public:
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bool overlapping = false;
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btScalar addSingleResult(btManifoldPoint& cp,
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const btCollisionObjectWrapper* colObj0Wrap,
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int partId0,
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int index0,
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const btCollisionObjectWrapper* colObj1Wrap,
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int partId1,
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int index1) override
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{
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if(cp.getDistance() <= 0.0f)
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overlapping = true;
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return btScalar(1);
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}
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};
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ActorConvexCallback::ActorConvexCallback(const btCollisionObject *me, const btVector3 &motion, btScalar minCollisionDot, const btCollisionWorld * world)
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: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)),
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mMe(me), mMotion(motion), mMinCollisionDot(minCollisionDot), mWorld(world)
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{
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}
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btScalar ActorConvexCallback::addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace)
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{
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if (convexResult.m_hitCollisionObject == mMe)
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return btScalar(1);
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// override data for actor-actor collisions
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// vanilla Morrowind seems to make overlapping actors collide as though they are both cylinders with a diameter of the distance between them
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// For some reason this doesn't work as well as it should when using capsules, but it still helps a lot.
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if(convexResult.m_hitCollisionObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor)
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{
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ActorOverlapTester isOverlapping;
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// FIXME: This is absolutely terrible and bullet should feel terrible for not making contactPairTest const-correct.
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ContactTestWrapper::contactPairTest(const_cast<btCollisionWorld*>(mWorld), const_cast<btCollisionObject*>(mMe), const_cast<btCollisionObject*>(convexResult.m_hitCollisionObject), isOverlapping);
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if(isOverlapping.overlapping)
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{
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auto originA = Misc::Convert::toOsg(mMe->getWorldTransform().getOrigin());
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auto originB = Misc::Convert::toOsg(convexResult.m_hitCollisionObject->getWorldTransform().getOrigin());
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osg::Vec3f motion = Misc::Convert::toOsg(mMotion);
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osg::Vec3f normal = (originA-originB);
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normal.z() = 0;
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normal.normalize();
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// only collide if horizontally moving towards the hit actor (note: the motion vector appears to be inverted)
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// FIXME: This kinda screws with standing on actors that walk up slopes for some reason. Makes you fall through them.
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// It happens in vanilla Morrowind too, but much less often.
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// I tried hunting down why but couldn't figure it out. Possibly a stair stepping or ground ejection bug.
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if(normal * motion > 0.0f)
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{
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convexResult.m_hitFraction = 0.0f;
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convexResult.m_hitNormalLocal = Misc::Convert::toBullet(normal);
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return ClosestConvexResultCallback::addSingleResult(convexResult, true);
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}
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else
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{
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return btScalar(1);
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}
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}
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}
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if (convexResult.m_hitCollisionObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Projectile)
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{
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auto* projectileHolder = static_cast<Projectile*>(convexResult.m_hitCollisionObject->getUserPointer());
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if (!projectileHolder->isActive())
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return btScalar(1);
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auto* targetHolder = static_cast<PtrHolder*>(mMe->getUserPointer());
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const MWWorld::Ptr target = targetHolder->getPtr();
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if (projectileHolder->isValidTarget(target))
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projectileHolder->hit(target, convexResult.m_hitPointLocal, convexResult.m_hitNormalLocal);
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return btScalar(1);
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}
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btVector3 hitNormalWorld;
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if (normalInWorldSpace)
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hitNormalWorld = convexResult.m_hitNormalLocal;
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else
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{
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///need to transform normal into worldspace
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hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
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}
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// dot product of the motion vector against the collision contact normal
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btScalar dotCollision = mMotion.dot(hitNormalWorld);
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if (dotCollision <= mMinCollisionDot)
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return btScalar(1);
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return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
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}
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}
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