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Integrate MinStep move attempt into stepMove.
This can save 1 to 3 convex casts per iteration.
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parent
25a0219e4d
commit
0b08802910
1 changed files with 36 additions and 27 deletions
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@ -55,6 +55,7 @@ namespace MWPhysics
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static const float sMaxSlope = 49.0f;
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static const float sStepSizeUp = 34.0f;
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static const float sStepSizeDown = 62.0f;
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static const float sMinStep = 10.f;
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// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
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static const int sMaxIterations = 8;
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@ -63,6 +64,12 @@ namespace MWPhysics
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class MovementSolver
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{
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private:
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static bool isActor(const btCollisionObject *obj)
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{
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assert(obj);
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return obj->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor;
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}
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template <class Vec3>
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static bool isWalkableSlope(const Vec3 &normal)
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{
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@ -70,14 +77,12 @@ namespace MWPhysics
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return (normal.z() > sMaxSlopeCos);
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}
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enum StepMoveResult
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static bool canStepDown(const ActorTracer &stepper)
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{
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Result_Blocked, // unable to move over obstacle
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Result_MaxSlope, // unable to end movement on this slope
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Result_Success
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};
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return stepper.mHitObject && isWalkableSlope(stepper.mPlaneNormal) && !isActor(stepper.mHitObject);
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}
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static StepMoveResult stepMove(const btCollisionObject *colobj, osg::Vec3f &position,
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static bool stepMove(const btCollisionObject *colobj, osg::Vec3f &position,
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const osg::Vec3f &toMove, float &remainingTime, const btCollisionWorld* collisionWorld)
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{
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/*
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@ -128,7 +133,7 @@ namespace MWPhysics
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stepper.doTrace(colobj, position, position+osg::Vec3f(0.0f,0.0f,sStepSizeUp), collisionWorld);
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if(stepper.mFraction < std::numeric_limits<float>::epsilon())
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return Result_Blocked; // didn't even move the smallest representable amount
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return false; // didn't even move the smallest representable amount
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// (TODO: shouldn't this be larger? Why bother with such a small amount?)
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/*
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@ -144,9 +149,10 @@ namespace MWPhysics
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* +--+
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* ==============================================
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*/
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tracer.doTrace(colobj, stepper.mEndPos, stepper.mEndPos + toMove, collisionWorld);
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osg::Vec3f tracerPos = stepper.mEndPos;
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tracer.doTrace(colobj, tracerPos, tracerPos + toMove, collisionWorld);
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if(tracer.mFraction < std::numeric_limits<float>::epsilon())
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return Result_Blocked; // didn't even move the smallest representable amount
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return false; // didn't even move the smallest representable amount
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/*
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* Try moving back down sStepSizeDown using stepper.
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@ -164,22 +170,32 @@ namespace MWPhysics
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* ==============================================
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*/
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stepper.doTrace(colobj, tracer.mEndPos, tracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), collisionWorld);
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if (!isWalkableSlope(stepper.mPlaneNormal))
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return Result_MaxSlope;
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if(stepper.mFraction < 1.0f)
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if (!canStepDown(stepper))
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{
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// Try again with increased step length
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if (tracer.mFraction < 1.0f || toMove.length2() > sMinStep*sMinStep)
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return false;
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osg::Vec3f direction = toMove;
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direction.normalize();
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tracer.doTrace(colobj, tracerPos, tracerPos + direction*sMinStep, collisionWorld);
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if (tracer.mFraction < 0.001f)
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return false;
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stepper.doTrace(colobj, tracer.mEndPos, tracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), collisionWorld);
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if (!canStepDown(stepper))
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return false;
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}
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if (stepper.mFraction < 1.0f)
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{
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// don't allow stepping up other actors
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if (stepper.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor)
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return Result_Blocked;
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// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
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// TODO: stepper.mPlaneNormal does not appear to be reliable - needs more testing
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// NOTE: caller's variables 'position' & 'remainingTime' are modified here
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position = stepper.mEndPos;
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remainingTime *= (1.0f-tracer.mFraction); // remaining time is proportional to remaining distance
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return Result_Success;
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return true;
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}
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return Result_Blocked;
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return false;
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}
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@ -369,15 +385,8 @@ namespace MWPhysics
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osg::Vec3f oldPosition = newPosition;
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// We hit something. Try to step up onto it. (NOTE: stepMove does not allow stepping over)
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// NOTE: stepMove modifies newPosition if successful
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const float minStep = 10.f;
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StepMoveResult result = stepMove(colobj, newPosition, velocity*remainingTime, remainingTime, collisionWorld);
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if (result == Result_MaxSlope && (velocity*remainingTime).length2() < minStep*minStep) // to make sure the maximum stepping distance isn't framerate-dependent or movement-speed dependent
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{
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osg::Vec3f normalizedVelocity = velocity;
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normalizedVelocity.normalize();
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result = stepMove(colobj, newPosition, normalizedVelocity*minStep, remainingTime, collisionWorld);
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}
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if(result == Result_Success)
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bool result = stepMove(colobj, newPosition, velocity*remainingTime, remainingTime, collisionWorld);
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if (result)
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{
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// don't let pure water creatures move out of water after stepMove
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if (ptr.getClass().isPureWaterCreature(ptr)
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