values for this higher than sGroundOffset cause jittering on some surface; use safe-seeming value slightly less than sGroundOffset

pull/3036/head
wareya 3 years ago committed by psi29a
parent ddbfa5410d
commit 18ef32ca82

@ -3,12 +3,14 @@
Bug #832: OpenMW-CS: Handle deleted references
Bug #1662: Qt4 and Windows binaries crash if there's a non-ASCII character in a file path/config path
Bug #1901: Actors colliding behaviour is different from vanilla
Bug #1952: Incorrect particle lighting
Bug #2069: Fireflies in Fireflies invade Morrowind look wrong
Bug #2311: Targeted scripts are not properly supported on non-unique RefIDs
Bug #2473: Unable to overstock merchants
Bug #2798: Mutable ESM records
Bug #2976 [reopened]: Issues combining settings from the command line and both config files
Bug #3137: Walking into a wall prevents jumping
Bug #3372: Projectiles and magic bolts go through moving targets
Bug #3676: NiParticleColorModifier isn't applied properly
Bug #3714: Savegame fails to load due to conflict between SpellState and MagicEffects
@ -18,6 +20,11 @@
Bug #4021: Attributes and skills are not stored as floats
Bug #4055: Local scripts don't inherit variables from their base record
Bug #4083: Door animation freezes when colliding with actors
Bug #4247: Cannot walk up stairs in Ebonheart docks
Bug #4447: Actor collision capsule shape allows looking through some walls
Bug #4465: Collision shape overlapping causes twitching
Bug #4476: Abot Gondoliers: player hangs in air during scenic travel
Bug #4568: Too many actors in one spot can push other actors out of bounds
Bug #4623: Corprus implementation is incorrect
Bug #4631: Setting MSAA level too high doesn't fall back to highest supported level
Bug #4764: Data race in osg ParticleSystem
@ -71,12 +78,15 @@
Bug #5656: Sneaking characters block hits while standing
Bug #5661: Region sounds don't play at the right interval
Bug #5675: OpenMW-cs. FRMR subrecords are saved with the wrong MastIdx
Bug #5681: Player character can clip or pass through bridges instead of colliding against them
Bug #5683: Player character can get stuck with MR's balmora's wooden gate
Bug #5688: Water shader broken indoors with enable indoor shadows = false
Bug #5695: ExplodeSpell for actors doesn't target the ground
Bug #5703: OpenMW-CS menu system crashing on XFCE
Bug #5706: AI sequences stop looping after the saved game is reloaded
Bug #5731: Editor: skirts are invisible on characters
Bug #5758: Paralyzed actors behavior is inconsistent with vanilla
Bug #5762: Movement solver is insufficiently robust
Feature #390: 3rd person look "over the shoulder"
Feature #1536: Show more information about level on menu
Feature #2386: Distant Statics in the form of Object Paging

@ -41,4 +41,4 @@ Editor Bug Fixes:
Miscellaneous:
- Prevent save-game bloating by using an appropriate fog texture format (#5108)
- Ensure that 'Enchantment autocalc" flag is treated as flag in OpenMW-CS and in our esm tools (#5363)
- Ensure that 'Enchantment autocalc" flag is treated as flag in OpenMW-CS and in our esm tools (#5363)

@ -1,4 +1,4 @@
#!/bin/sh -ex
curl -fSL -R -J https://gitlab.com/OpenMW/openmw-deps/-/raw/main/android/openmw-android-deps-20201018.zip -o ~/openmw-android-deps.zip
curl -fSL -R -J https://gitlab.com/OpenMW/openmw-deps/-/raw/main/android/openmw-android-deps-20201129.zip -o ~/openmw-android-deps.zip
unzip -o ~/openmw-android-deps -d /usr/lib/android-sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/sysroot/usr > /dev/null

@ -73,7 +73,7 @@ CONFIGURATIONS=()
TEST_FRAMEWORK=""
GOOGLE_INSTALL_ROOT=""
INSTALL_PREFIX="."
BULLET_DOUBLE=""
BULLET_DOUBLE=true
BULLET_DBL=""
BULLET_DBL_DISPLAY="Single precision"

@ -3,6 +3,9 @@ cmake_minimum_required(VERSION 3.1.0)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Detect OS
include(cmake/OSIdentity.cmake)
# for link time optimization, remove if cmake version is >= 3.9
if(POLICY CMP0069)
cmake_policy(SET CMP0069 NEW)
@ -21,7 +24,7 @@ option(BUILD_NIFTEST "Build nif file tester" ON)
option(BUILD_DOCS "Build documentation." OFF )
option(BUILD_WITH_CODE_COVERAGE "Enable code coverage with gconv" OFF)
option(BUILD_UNITTESTS "Enable Unittests with Google C++ Unittest" OFF)
option(BULLET_USE_DOUBLES "Use double precision for Bullet" OFF)
option(BULLET_USE_DOUBLES "Use double precision for Bullet" ON)
set(OpenGL_GL_PREFERENCE LEGACY) # Use LEGACY as we use GL2; GLNVD is for GL3 and up.

@ -73,7 +73,7 @@ add_openmw_dir (mwworld
add_openmw_dir (mwphysics
physicssystem trace collisiontype actor convert object heightfield closestnotmerayresultcallback
contacttestresultcallback deepestnotmecontacttestresultcallback stepper movementsolver projectile
closestnotmeconvexresultcallback raycasting mtphysics
closestnotmeconvexresultcallback raycasting mtphysics contacttestwrapper
)
add_openmw_dir (mwclass

@ -1,6 +1,5 @@
#include "actor.hpp"
#include <BulletCollision/CollisionShapes/btCapsuleShape.h>
#include <BulletCollision/CollisionShapes/btBoxShape.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
@ -14,6 +13,8 @@
#include "collisiontype.hpp"
#include "mtphysics.hpp"
#include <cmath>
namespace MWPhysics
{
@ -52,17 +53,8 @@ Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, Physic
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;
}
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());
@ -72,8 +64,11 @@ Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, Physic
mCollisionObject->setCollisionShape(mShape.get());
mCollisionObject->setUserPointer(this);
updateRotation();
updateScale();
if(!mRotationallyInvariant)
updateRotation();
updatePosition();
addCollisionMask(getCollisionMask());
updateCollisionObjectPosition();
@ -154,6 +149,11 @@ 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);

@ -82,6 +82,9 @@ namespace MWPhysics
*/
osg::Vec3f getOriginalHalfExtents() const;
/// Returns the mesh translation, scaled and rotated as necessary
osg::Vec3f getScaledMeshTranslation() const;
/**
* Returns the position of the collision body
* @note The collision shape's origin is in its center, so the position returned can be described as center of the actor collision box in world space.

@ -1,15 +1,39 @@
#include <mutex>
#include "closestnotmeconvexresultcallback.hpp"
#include "collisiontype.hpp"
#include "contacttestwrapper.h"
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <components/misc/convert.hpp>
#include "collisiontype.hpp"
#include "projectile.hpp"
namespace MWPhysics
{
ClosestNotMeConvexResultCallback::ClosestNotMeConvexResultCallback(const btCollisionObject *me, const btVector3 &motion, btScalar minCollisionDot)
class ActorOverlapTester : public btCollisionWorld::ContactResultCallback
{
public:
bool overlapping = false;
btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* colObj0Wrap,
int partId0,
int index0,
const btCollisionObjectWrapper* colObj1Wrap,
int partId1,
int index1)
{
if(cp.getDistance() <= 0.0f)
overlapping = true;
return btScalar(1);
}
};
ClosestNotMeConvexResultCallback::ClosestNotMeConvexResultCallback(const btCollisionObject *me, const btVector3 &motion, btScalar minCollisionDot, const btCollisionWorld * world)
: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)),
mMe(me), mMotion(motion), mMinCollisionDot(minCollisionDot)
mMe(me), mMotion(motion), mMinCollisionDot(minCollisionDot), mWorld(world)
{
}
@ -18,6 +42,39 @@ namespace MWPhysics
if (convexResult.m_hitCollisionObject == mMe)
return btScalar(1);
// override data for actor-actor collisions
// vanilla Morrowind seems to make overlapping actors collide as though they are both cylinders with a diameter of the distance between them
// For some reason this doesn't work as well as it should when using capsules, but it still helps a lot.
if(convexResult.m_hitCollisionObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor)
{
ActorOverlapTester isOverlapping;
// FIXME: This is absolutely terrible and bullet should feel terrible for not making contactPairTest const-correct.
ContactTestWrapper::contactPairTest(const_cast<btCollisionWorld*>(mWorld), const_cast<btCollisionObject*>(mMe), const_cast<btCollisionObject*>(convexResult.m_hitCollisionObject), isOverlapping);
if(isOverlapping.overlapping)
{
auto originA = Misc::Convert::toOsg(mMe->getWorldTransform().getOrigin());
auto originB = Misc::Convert::toOsg(convexResult.m_hitCollisionObject->getWorldTransform().getOrigin());
osg::Vec3f motion = Misc::Convert::toOsg(mMotion);
osg::Vec3f normal = (originA-originB);
normal.z() = 0;
normal.normalize();
// only collide if horizontally moving towards the hit actor (note: the motion vector appears to be inverted)
// FIXME: This kinda screws with standing on actors that walk up slopes for some reason. Makes you fall through them.
// It happens in vanilla Morrowind too, but much less often.
// I tried hunting down why but couldn't figure it out. Possibly a stair stepping or ground ejection bug.
if(normal * motion > 0.0f)
{
convexResult.m_hitFraction = 0.0f;
convexResult.m_hitNormalLocal = Misc::Convert::toBullet(normal);
return ClosestConvexResultCallback::addSingleResult(convexResult, true);
}
else
{
return btScalar(1);
}
}
}
if (convexResult.m_hitCollisionObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Projectile)
{
auto* projectileHolder = static_cast<Projectile*>(convexResult.m_hitCollisionObject->getUserPointer());

@ -10,7 +10,7 @@ namespace MWPhysics
class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
{
public:
ClosestNotMeConvexResultCallback(const btCollisionObject *me, const btVector3 &motion, btScalar minCollisionDot);
ClosestNotMeConvexResultCallback(const btCollisionObject *me, const btVector3 &motion, btScalar minCollisionDot, const btCollisionWorld * world);
btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace) override;
@ -18,6 +18,7 @@ namespace MWPhysics
const btCollisionObject *mMe;
const btVector3 mMotion;
const btScalar mMinCollisionDot;
const btCollisionWorld * mWorld;
};
}

@ -5,12 +5,22 @@ namespace MWPhysics
{
static const float sStepSizeUp = 34.0f;
static const float sStepSizeDown = 62.0f;
static const float sMinStep = 10.f;
static const float sMinStep = 10.0f; // hack to skip over tiny unwalkable slopes
static const float sMinStep2 = 20.0f; // hack to skip over shorter but longer/wider/further unwalkable slopes
// whether to do the above stairstepping logic hacks to work around bad morrowind assets - disabling causes problems but improves performance
static const bool sDoExtraStairHacks = true;
static const float sGroundOffset = 1.0f;
static const float sMaxSlope = 49.0f;
// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
static const int sMaxIterations = 8;
// Allows for more precise movement solving without getting stuck or snagging too easily.
static const float sCollisionMargin = 0.1;
// Allow for a small amount of penetration to prevent numerical precision issues from causing the "unstuck"ing code to run unnecessarily
// Currently set to 0 because having the "unstuck"ing code run whenever possible prevents some glitchy snagging issues
static const float sAllowedPenetration = 0.0;
}
#endif

@ -0,0 +1,21 @@
#include <mutex>
#include "contacttestwrapper.h"
namespace MWPhysics
{
// Concurrent calls to contactPairTest (and by extension contactTest) are forbidden.
static std::mutex contactMutex;
void ContactTestWrapper::contactTest(btCollisionWorld* collisionWorld, btCollisionObject* colObj, btCollisionWorld::ContactResultCallback& resultCallback)
{
std::unique_lock lock(contactMutex);
collisionWorld->contactTest(colObj, resultCallback);
}
void ContactTestWrapper::contactPairTest(btCollisionWorld* collisionWorld, btCollisionObject* colObjA, btCollisionObject* colObjB, btCollisionWorld::ContactResultCallback& resultCallback)
{
std::unique_lock lock(contactMutex);
collisionWorld->contactPairTest(colObjA, colObjB, resultCallback);
}
}

@ -0,0 +1,14 @@
#ifndef OPENMW_MWPHYSICS_CONTACTTESTWRAPPER_H
#define OPENMW_MWPHYSICS_CONTACTTESTWRAPPER_H
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
namespace MWPhysics
{
struct ContactTestWrapper
{
static void contactTest(btCollisionWorld* collisionWorld, btCollisionObject* colObj, btCollisionWorld::ContactResultCallback& resultCallback);
static void contactPairTest(btCollisionWorld* collisionWorld, btCollisionObject* colObjA, btCollisionObject* colObjB, btCollisionWorld::ContactResultCallback& resultCallback);
};
}
#endif

@ -17,10 +17,13 @@
#include "actor.hpp"
#include "collisiontype.hpp"
#include "constants.hpp"
#include "contacttestwrapper.h"
#include "physicssystem.hpp"
#include "stepper.hpp"
#include "trace.h"
#include <cmath>
namespace MWPhysics
{
static bool isActor(const btCollisionObject *obj)
@ -29,12 +32,50 @@ namespace MWPhysics
return obj->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor;
}
template <class Vec3>
static bool isWalkableSlope(const Vec3 &normal)
class ContactCollectionCallback : public btCollisionWorld::ContactResultCallback
{
static const float sMaxSlopeCos = std::cos(osg::DegreesToRadians(sMaxSlope));
return (normal.z() > sMaxSlopeCos);
}
public:
ContactCollectionCallback(const btCollisionObject * me, osg::Vec3f velocity) : mMe(me)
{
m_collisionFilterGroup = me->getBroadphaseHandle()->m_collisionFilterGroup;
m_collisionFilterMask = me->getBroadphaseHandle()->m_collisionFilterMask;
mVelocity = Misc::Convert::toBullet(velocity);
}
virtual btScalar addSingleResult(btManifoldPoint & contact, const btCollisionObjectWrapper * colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper * colObj1Wrap, int partId1, int index1)
{
if (isActor(colObj0Wrap->getCollisionObject()) && isActor(colObj1Wrap->getCollisionObject()))
return 0.0;
// ignore overlap if we're moving in the same direction as it would push us out (don't change this to >=, that would break detection when not moving)
if (contact.m_normalWorldOnB.dot(mVelocity) > 0.0)
return 0.0;
auto delta = contact.m_normalWorldOnB * -contact.m_distance1;
mContactSum += delta;
mMaxX = std::max(std::abs(delta.x()), mMaxX);
mMaxY = std::max(std::abs(delta.y()), mMaxY);
mMaxZ = std::max(std::abs(delta.z()), mMaxZ);
if (contact.m_distance1 < mDistance)
{
mDistance = contact.m_distance1;
mNormal = contact.m_normalWorldOnB;
mDelta = delta;
return mDistance;
}
else
{
return 0.0;
}
}
btScalar mMaxX = 0.0;
btScalar mMaxY = 0.0;
btScalar mMaxZ = 0.0;
btVector3 mContactSum{0.0, 0.0, 0.0};
btVector3 mNormal{0.0, 0.0, 0.0}; // points towards "me"
btVector3 mDelta{0.0, 0.0, 0.0}; // points towards "me"
btScalar mDistance = 0.0; // negative or zero
protected:
btVector3 mVelocity;
const btCollisionObject * mMe;
};
osg::Vec3f MovementSolver::traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight)
{
@ -99,13 +140,13 @@ namespace MWPhysics
}
const btCollisionObject *colobj = physicActor->getCollisionObject();
osg::Vec3f halfExtents = physicActor->getHalfExtents();
// NOTE: here we don't account for the collision box translation (i.e. physicActor->getPosition() - refpos.pos).
// That means the collision shape used for moving this actor is in a different spot than the collision shape
// other actors are using to collide against this actor.
// While this is strictly speaking wrong, it's needed for MW compatibility.
actor.mPosition.z() += halfExtents.z();
// Adjust for collision mesh offset relative to actor's "location"
// (doTrace doesn't take local/interior collision shape translation into account, so we have to do it on our own)
// for compatibility with vanilla assets, we have to derive this from the vertical half extent instead of from internal hull translation
// if not for this hack, the "correct" collision hull position would be physicActor->getScaledMeshTranslation()
osg::Vec3f halfExtents = physicActor->getHalfExtents();
actor.mPosition.z() += halfExtents.z(); // vanilla-accurate
static const float fSwimHeightScale = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fSwimHeightScale")->mValue.getFloat();
float swimlevel = actor.mWaterlevel + halfExtents.z() - (physicActor->getRenderingHalfExtents().z() * 2 * fSwimHeightScale);
@ -156,6 +197,13 @@ namespace MWPhysics
* The initial velocity was set earlier (see above).
*/
float remainingTime = time;
bool seenGround = physicActor->getOnGround() && !physicActor->getOnSlope() && !actor.mFlying;
int numTimesSlid = 0;
osg::Vec3f lastSlideNormal(0,0,1);
osg::Vec3f lastSlideNormalFallback(0,0,1);
bool forceGroundTest = false;
for (int iterations = 0; iterations < sMaxIterations && remainingTime > 0.01f; ++iterations)
{
osg::Vec3f nextpos = newPosition + velocity * remainingTime;
@ -164,7 +212,7 @@ namespace MWPhysics
if(!actor.mFlying && nextpos.z() > swimlevel && newPosition.z() < swimlevel)
{
const osg::Vec3f down(0,0,-1);
velocity = slide(velocity, down);
velocity = reject(velocity, down);
// NOTE: remainingTime is unchanged before the loop continues
continue; // velocity updated, calculate nextpos again
}
@ -193,92 +241,158 @@ namespace MWPhysics
break;
}
// We are touching something.
if (tracer.mFraction < 1E-9f)
{
// Try to separate by backing off slighly to unstuck the solver
osg::Vec3f backOff = (newPosition - tracer.mHitPoint) * 1E-2f;
newPosition += backOff;
}
if (isWalkableSlope(tracer.mPlaneNormal) && !actor.mFlying && newPosition.z() >= swimlevel)
seenGround = true;
// We hit something. Check if we can step up.
float hitHeight = tracer.mHitPoint.z() - tracer.mEndPos.z() + halfExtents.z();
osg::Vec3f oldPosition = newPosition;
bool result = false;
bool usedStepLogic = false;
if (hitHeight < sStepSizeUp && !isActor(tracer.mHitObject))
{
// Try to step up onto it.
// NOTE: stepMove does not allow stepping over, modifies newPosition if successful
result = stepper.step(newPosition, velocity*remainingTime, remainingTime);
// NOTE: this modifies newPosition and velocity on its own if successful
usedStepLogic = stepper.step(newPosition, velocity, remainingTime, seenGround, iterations == 0);
}
if (result)
if (usedStepLogic)
{
// don't let pure water creatures move out of water after stepMove
const auto ptr = physicActor->getPtr();
if (ptr.getClass().isPureWaterCreature(ptr) && newPosition.z() + halfExtents.z() > actor.mWaterlevel)
newPosition = oldPosition;
else if(!actor.mFlying && actor.mPosition.z() >= swimlevel)
forceGroundTest = true;
}
else
{
// Can't move this way, try to find another spot along the plane
osg::Vec3f newVelocity = slide(velocity, tracer.mPlaneNormal);
// Can't step up, so slide against what we ran into
remainingTime *= (1.0f-tracer.mFraction);
auto planeNormal = tracer.mPlaneNormal;
// If we touched the ground this frame, and whatever we ran into is a wall of some sort,
// pretend that its collision normal is pointing horizontally
// (fixes snagging on slightly downward-facing walls, and crawling up the bases of very steep walls because of the collision margin)
if (seenGround && !isWalkableSlope(planeNormal) && planeNormal.z() != 0)
{
planeNormal.z() = 0;
planeNormal.normalize();
}
// Move up to what we ran into (with a bit of a collision margin)
if ((newPosition-tracer.mEndPos).length2() > sCollisionMargin*sCollisionMargin)
{
auto direction = velocity;
direction.normalize();
newPosition = tracer.mEndPos;
newPosition -= direction*sCollisionMargin;
}
osg::Vec3f newVelocity = (velocity * planeNormal <= 0.0) ? reject(velocity, planeNormal) : velocity;
bool usedSeamLogic = false;
// check for the current and previous collision planes forming an acute angle; slide along the seam if they do
if(numTimesSlid > 0)
{
auto dotA = lastSlideNormal * planeNormal;
auto dotB = lastSlideNormalFallback * planeNormal;
if(numTimesSlid <= 1) // ignore fallback normal if this is only the first or second slide
dotB = 1.0;
if(dotA <= 0.0 || dotB <= 0.0)
{
osg::Vec3f bestNormal = lastSlideNormal;
// use previous-to-previous collision plane if it's acute with current plane but actual previous plane isn't
if(dotB < dotA)
{
bestNormal = lastSlideNormalFallback;
lastSlideNormal = lastSlideNormalFallback;
}
auto constraintVector = bestNormal ^ planeNormal; // cross product
if(constraintVector.length2() > 0) // only if it's not zero length
{
constraintVector.normalize();
newVelocity = project(velocity, constraintVector);
// version of surface rejection for acute crevices/seams
auto averageNormal = bestNormal + planeNormal;
averageNormal.normalize();
tracer.doTrace(colobj, newPosition, newPosition + averageNormal*(sCollisionMargin*2.0), collisionWorld);
newPosition = (newPosition + tracer.mEndPos)/2.0;
usedSeamLogic = true;
}
}
}
// otherwise just keep the normal vector rejection
// if this isn't the first iteration, or if the first iteration is also the last iteration,
// move away from the collision plane slightly, if possible
// this reduces getting stuck in some concave geometry, like the gaps above the railings in some ald'ruhn buildings
// this is different from the normal collision margin, because the normal collision margin is along the movement path,
// but this is along the collision normal
if(!usedSeamLogic && (iterations > 0 || remainingTime < 0.01f))
{
tracer.doTrace(colobj, newPosition, newPosition + planeNormal*(sCollisionMargin*2.0), collisionWorld);
newPosition = (newPosition + tracer.mEndPos)/2.0;
}
// Do not allow sliding upward if there is gravity.
// Stepping will have taken care of that.
if(!(newPosition.z() < swimlevel || actor.mFlying))
newVelocity.z() = std::min(newVelocity.z(), 0.0f);
// Do not allow sliding up steep slopes if there is gravity.
if (newPosition.z() >= swimlevel && !actor.mFlying && !isWalkableSlope(planeNormal))
newVelocity.z() = std::min(newVelocity.z(), velocity.z());
if ((newVelocity-velocity).length2() < 0.01)
if (newVelocity * origVelocity <= 0.0f)
break;
if ((newVelocity * origVelocity) <= 0.f)
break; // ^ dot product
numTimesSlid += 1;
lastSlideNormalFallback = lastSlideNormal;
lastSlideNormal = planeNormal;
velocity = newVelocity;
}
}
bool isOnGround = false;
bool isOnSlope = false;
if (!(inertia.z() > 0.f) && !(newPosition.z() < swimlevel))
if (forceGroundTest || (inertia.z() <= 0.f && newPosition.z() >= swimlevel))
{
osg::Vec3f from = newPosition;
osg::Vec3f to = newPosition - (physicActor->getOnGround() ? osg::Vec3f(0,0,sStepSizeDown + 2*sGroundOffset) : osg::Vec3f(0,0,2*sGroundOffset));
auto dropDistance = 2*sGroundOffset + (physicActor->getOnGround() ? sStepSizeDown : 0);
osg::Vec3f to = newPosition - osg::Vec3f(0,0,dropDistance);
tracer.doTrace(colobj, from, to, collisionWorld);
if(tracer.mFraction < 1.0f && !isActor(tracer.mHitObject))
if(tracer.mFraction < 1.0f)
{
const btCollisionObject* standingOn = tracer.mHitObject;
PtrHolder* ptrHolder = static_cast<PtrHolder*>(standingOn->getUserPointer());
if (ptrHolder)
actor.mStandingOn = ptrHolder->getPtr();
if (standingOn->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Water)
physicActor->setWalkingOnWater(true);
if (!actor.mFlying)
newPosition.z() = tracer.mEndPos.z() + sGroundOffset;
if (!isActor(tracer.mHitObject))
{
isOnGround = true;
isOnSlope = !isWalkableSlope(tracer.mPlaneNormal);
isOnGround = true;
const btCollisionObject* standingOn = tracer.mHitObject;
PtrHolder* ptrHolder = static_cast<PtrHolder*>(standingOn->getUserPointer());
if (ptrHolder)
actor.mStandingOn = ptrHolder->getPtr();
isOnSlope = !isWalkableSlope(tracer.mPlaneNormal);
}
else
{
// standing on actors is not allowed (see above).
// in addition to that, apply a sliding effect away from the center of the actor,
// so that we do not stay suspended in air indefinitely.
if (tracer.mFraction < 1.0f && isActor(tracer.mHitObject))
{
if (osg::Vec3f(velocity.x(), velocity.y(), 0).length2() < 100.f*100.f)
if (standingOn->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Water)
physicActor->setWalkingOnWater(true);
if (!actor.mFlying && !isOnSlope)
{
btVector3 aabbMin, aabbMax;
tracer.mHitObject->getCollisionShape()->getAabb(tracer.mHitObject->getWorldTransform(), aabbMin, aabbMax);
btVector3 center = (aabbMin + aabbMax) / 2.f;
inertia = osg::Vec3f(actor.mPosition.x() - center.x(), actor.mPosition.y() - center.y(), 0);
inertia.normalize();
inertia *= 100;
if (tracer.mFraction*dropDistance > sGroundOffset)
newPosition.z() = tracer.mEndPos.z() + sGroundOffset;
else
{
newPosition.z() = tracer.mEndPos.z();
tracer.doTrace(colobj, newPosition, newPosition + osg::Vec3f(0, 0, 2*sGroundOffset), collisionWorld);
newPosition = (newPosition+tracer.mEndPos)/2.0;
}
}
}
else
{
// Vanilla allows actors to float on top of other actors. Do not push them off.
if (!actor.mFlying && isWalkableSlope(tracer.mPlaneNormal) && tracer.mEndPos.z()+sGroundOffset <= newPosition.z())
newPosition.z() = tracer.mEndPos.z() + sGroundOffset;
isOnGround = false;
isOnGround = false;
}
}
}
@ -298,7 +412,98 @@ namespace MWPhysics
physicActor->setOnGround(isOnGround);
physicActor->setOnSlope(isOnSlope);
newPosition.z() -= halfExtents.z(); // remove what was added at the beginning
actor.mPosition = newPosition;
// remove what was added earlier in compensating for doTrace not taking interior transformation into account
actor.mPosition.z() -= halfExtents.z(); // vanilla-accurate
}
btVector3 addMarginToDelta(btVector3 delta)
{
if(delta.length2() == 0.0)
return delta;
return delta + delta.normalized() * sCollisionMargin;
}
void MovementSolver::unstuck(ActorFrameData& actor, const btCollisionWorld* collisionWorld)
{
const auto& ptr = actor.mActorRaw->getPtr();
if (!ptr.getClass().isMobile(ptr))
return;
auto* physicActor = actor.mActorRaw;
if(!physicActor->getCollisionMode()) // noclipping/tcl
return;
auto* collisionObject = physicActor->getCollisionObject();
auto tempPosition = actor.mPosition;
// use vanilla-accurate collision hull position hack (do same hitbox offset hack as movement solver)
// if vanilla compatibility didn't matter, the "correct" collision hull position would be physicActor->getScaledMeshTranslation()
const auto verticalHalfExtent = osg::Vec3f(0.0, 0.0, physicActor->getHalfExtents().z());
// use a 3d approximation of the movement vector to better judge player intent
const ESM::Position& refpos = ptr.getRefData().getPosition();
auto velocity = (osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * actor.mMovement;
// try to pop outside of the world before doing anything else if we're inside of it
if (!physicActor->getOnGround() || physicActor->getOnSlope())
velocity += physicActor->getInertialForce();
// because of the internal collision box offset hack, and the fact that we're moving the collision box manually,
// we need to replicate part of the collision box's transform process from scratch
osg::Vec3f refPosition = tempPosition + verticalHalfExtent;
osg::Vec3f goodPosition = refPosition;
const btTransform oldTransform = collisionObject->getWorldTransform();
btTransform newTransform = oldTransform;
auto gatherContacts = [&](btVector3 newOffset) -> ContactCollectionCallback
{
goodPosition = refPosition + Misc::Convert::toOsg(addMarginToDelta(newOffset));
newTransform.setOrigin(Misc::Convert::toBullet(goodPosition));
collisionObject->setWorldTransform(newTransform);
ContactCollectionCallback callback{collisionObject, velocity};
ContactTestWrapper::contactTest(const_cast<btCollisionWorld*>(collisionWorld), collisionObject, callback);
return callback;
};
// check whether we're inside the world with our collision box with manually-derived offset
auto contactCallback = gatherContacts({0.0, 0.0, 0.0});
if(contactCallback.mDistance < -sAllowedPenetration)
{
// we are; try moving it out of the world
auto positionDelta = contactCallback.mContactSum;
// limit rejection delta to the largest known individual rejections
if(std::abs(positionDelta.x()) > contactCallback.mMaxX)
positionDelta *= contactCallback.mMaxX / std::abs(positionDelta.x());
if(std::abs(positionDelta.y()) > contactCallback.mMaxY)
positionDelta *= contactCallback.mMaxY / std::abs(positionDelta.y());
if(std::abs(positionDelta.z()) > contactCallback.mMaxZ)
positionDelta *= contactCallback.mMaxZ / std::abs(positionDelta.z());
auto contactCallback2 = gatherContacts(positionDelta);
// successfully moved further out from contact (does not have to be in open space, just less inside of things)
if(contactCallback2.mDistance > contactCallback.mDistance)
tempPosition = goodPosition - verticalHalfExtent;
// try again but only upwards (fixes some bad coc floors)
else
{
// upwards-only offset
auto contactCallback3 = gatherContacts({0.0, 0.0, std::abs(positionDelta.z())});
// success
if(contactCallback3.mDistance > contactCallback.mDistance)
tempPosition = goodPosition - verticalHalfExtent;
else
// try again but fixed distance up
{
auto contactCallback4 = gatherContacts({0.0, 0.0, 10.0});
// success
if(contactCallback4.mDistance > contactCallback.mDistance)
tempPosition = goodPosition - verticalHalfExtent;
}
}
}
collisionObject->setWorldTransform(oldTransform);
actor.mPosition = tempPosition;
}
}

@ -5,6 +5,9 @@
#include <osg/Vec3f>
#include "constants.hpp"
#include "../mwworld/ptr.hpp"
class btCollisionWorld;
namespace MWWorld
@ -14,29 +17,35 @@ namespace MWWorld
namespace MWPhysics
{
/// Vector projection
static inline osg::Vec3f project(const osg::Vec3f& u, const osg::Vec3f &v)
{
return v * (u * v);
}
/// Vector rejection
static inline osg::Vec3f reject(const osg::Vec3f& direction, const osg::Vec3f &planeNormal)
{
return direction - project(direction, planeNormal);
}
template <class Vec3>
static bool isWalkableSlope(const Vec3 &normal)
{
static const float sMaxSlopeCos = std::cos(osg::DegreesToRadians(sMaxSlope));
return (normal.z() > sMaxSlopeCos);
}
class Actor;
struct ActorFrameData;
struct WorldFrameData;
class MovementSolver
{
private:
///Project a vector u on another vector v
static inline osg::Vec3f project(const osg::Vec3f& u, const osg::Vec3f &v)
{
return v * (u * v);
// ^ dot product
}
///Helper for computing the character sliding
static inline osg::Vec3f slide(const osg::Vec3f& direction, const osg::Vec3f &planeNormal)
{
return direction - project(direction, planeNormal);
}
public:
static osg::Vec3f traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight);
static void move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld, WorldFrameData& worldData);
static void unstuck(ActorFrameData& actor, const btCollisionWorld* collisionWorld);
};
}

@ -13,6 +13,7 @@
#include "../mwworld/player.hpp"
#include "actor.hpp"
#include "contacttestwrapper.h"
#include "movementsolver.hpp"
#include "mtphysics.hpp"
#include "object.hpp"
@ -167,7 +168,14 @@ namespace MWPhysics
mPreStepBarrier = std::make_unique<Misc::Barrier>(mNumThreads, [&]()
{
if (mDeferAabbUpdate)
updateAabbs();
for (auto& data : mActorsFrameData)
if (data.mActor.lock())
{
std::unique_lock lock(mCollisionWorldMutex);
MovementSolver::unstuck(data, mCollisionWorld.get());
}
});
mPostStepBarrier = std::make_unique<Misc::Barrier>(mNumThreads, [&]()
@ -295,7 +303,7 @@ namespace MWPhysics
void PhysicsTaskScheduler::contactTest(btCollisionObject* colObj, btCollisionWorld::ContactResultCallback& resultCallback)
{
std::shared_lock lock(mCollisionWorldMutex);
mCollisionWorld->contactTest(colObj, resultCallback);
ContactTestWrapper::contactTest(mCollisionWorld.get(), colObj, resultCallback);
}
std::optional<btVector3> PhysicsTaskScheduler::getHitPoint(const btTransform& from, btCollisionObject* target)
@ -438,8 +446,7 @@ namespace MWPhysics
if (!mNewFrame)
mHasJob.wait(lock, [&]() { return mQuit || mNewFrame; });
if (mDeferAabbUpdate)
mPreStepBarrier->wait();
mPreStepBarrier->wait();
int job = 0;
while (mRemainingSteps && (job = mNextJob.fetch_add(1, std::memory_order_relaxed)) < mNumJobs)
@ -505,7 +512,10 @@ namespace MWPhysics
while (mRemainingSteps--)
{
for (auto& actorData : mActorsFrameData)
{
MovementSolver::unstuck(actorData, mCollisionWorld.get());
MovementSolver::move(actorData, mPhysicsDt, mCollisionWorld.get(), *mWorldFrameData);
}
updateActorsPositions();
}

@ -16,7 +16,7 @@ namespace MWPhysics
osg::Vec3f mHitNormal;
MWWorld::Ptr mHitObject;
};
class RayCastingInterface
{
public:

@ -7,6 +7,7 @@
#include "collisiontype.hpp"
#include "constants.hpp"
#include "movementsolver.hpp"
namespace MWPhysics
{
@ -24,125 +25,155 @@ namespace MWPhysics
Stepper::Stepper(const btCollisionWorld *colWorld, const btCollisionObject *colObj)
: mColWorld(colWorld)
, mColObj(colObj)
, mHaveMoved(true)
{
}
bool Stepper::step(osg::Vec3f &position, const osg::Vec3f &toMove, float &remainingTime)
bool Stepper::step(osg::Vec3f &position, osg::Vec3f &velocity, float &remainingTime, const bool & onGround, bool firstIteration)
{
/*
* Slide up an incline or set of stairs. Should be called only after a
* collision detection otherwise unnecessary tracing will be performed.
*
* NOTE: with a small change this method can be used to step over an obstacle
* of height sStepSize.
*
* If successful return 'true' and update 'position' to the new possible
* location and adjust 'remainingTime'.
*
* If not successful return 'false'. May fail for these reasons:
* - can't move directly up from current position
* - having moved up by between epsilon() and sStepSize, can't move forward
* - having moved forward by between epsilon() and toMove,
* = moved down between 0 and just under sStepSize but slope was too steep, or
* = moved the full sStepSize down (FIXME: this could be a bug)
*
* Starting position. Obstacle or stairs with height upto sStepSize in front.
*
* +--+ +--+ |XX
* | | -------> toMove | | +--+XX
* | | | | |XXXXX
* | | +--+ | | +--+XXXXX
* | | |XX| | | |XXXXXXXX
* +--+ +--+ +--+ +--------
* ==============================================
*/
/*
* Try moving up sStepSize using stepper.
* FIXME: does not work in case there is no front obstacle but there is one above
*
* +--+ +--+
* | | | |
* | | | | |XX
* | | | | +--+XX
* | | | | |XXXXX
* +--+ +--+ +--+ +--+XXXXX
* |XX| |XXXXXXXX
* +--+ +--------
* ==============================================
*/
if (mHaveMoved)
{
mHaveMoved = false;
if(velocity.x() == 0.0 && velocity.y() == 0.0)
return false;
// Stairstepping algorithms work by moving up to avoid the step, moving forwards, then moving back down onto the ground.
// This algorithm has a couple of minor problems, but they don't cause problems for sane geometry, and just prevent stepping on insane geometry.
mUpStepper.doTrace(mColObj, position, position+osg::Vec3f(0.0f,0.0f,sStepSizeUp), mColWorld);
if (mUpStepper.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
// (TODO: shouldn't this be larger? Why bother with such a small amount?)
mUpStepper.doTrace(mColObj, position, position+osg::Vec3f(0.0f,0.0f,sStepSizeUp), mColWorld);
float upDistance = 0;
if(!mUpStepper.mHitObject)
upDistance = sStepSizeUp;
else if(mUpStepper.mFraction*sStepSizeUp > sCollisionMargin)
upDistance = mUpStepper.mFraction*sStepSizeUp - sCollisionMargin;
else
{
return false;
}
/*
* Try moving from the elevated position using tracer.
*
* +--+ +--+
* | | |YY| FIXME: collision with object YY
* | | +--+
* | |
* <------------------->| |
* +--+ +--+
* |XX| the moved amount is toMove*tracer.mFraction
* +--+
* ==============================================
*/
osg::Vec3f tracerPos = mUpStepper.mEndPos;
mTracer.doTrace(mColObj, tracerPos, tracerPos + toMove, mColWorld);
if (mTracer.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
/*
* Try moving back down sStepSizeDown using stepper.
* NOTE: if there is an obstacle below (e.g. stairs), we'll be "stepping up".
* Below diagram is the case where we "stepped over" an obstacle in front.
*
* +--+
* |YY|
* +--+ +--+
* | |
* | |
* +--+ | |
* |XX| | |
* +--+ +--+
* ==============================================
*/
mDownStepper.doTrace(mColObj, mTracer.mEndPos, mTracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), mColWorld);
if (!canStepDown(mDownStepper))
auto toMove = velocity * remainingTime;
osg::Vec3f tracerPos = position + osg::Vec3f(0.0f, 0.0f, upDistance);
osg::Vec3f tracerDest;
auto normalMove = toMove;
auto moveDistance = normalMove.normalize();
// attempt 1: normal movement
// attempt 2: fixed distance movement, only happens on the first movement solver iteration/bounce each frame to avoid a glitch
// attempt 3: further, less tall fixed distance movement, same as above
// 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.
int attempt = 0;
float downStepSize;
while(attempt < 3)
{
// Try again with increased step length
if (mTracer.mFraction < 1.0f || toMove.length2() > sMinStep*sMinStep)
return false;
attempt++;
osg::Vec3f direction = toMove;
direction.normalize();
mTracer.doTrace(mColObj, tracerPos, tracerPos + direction*sMinStep, mColWorld);
if (mTracer.mFraction < 0.001f)
if(attempt == 1)
tracerDest = tracerPos + toMove;
else if (!firstIteration || !sDoExtraStairHacks) // first attempt failed and not on first movement solver iteration, can't retry -- or we have extra hacks disabled
{
return false;
}
else if(attempt == 2)
{
moveDistance = sMinStep;
tracerDest = tracerPos + normalMove*sMinStep;
}
else if(attempt == 3)
{
if(upDistance > sStepSizeUp)
{
upDistance = sStepSizeUp;
tracerPos = position + osg::Vec3f(0.0f, 0.0f, upDistance);
}
moveDistance = sMinStep2;
tracerDest = tracerPos + normalMove*sMinStep2;
}
mTracer.doTrace(mColObj, tracerPos, tracerDest, mColWorld);
if(mTracer.mHitObject)
{
// map against what we hit, minus the safety margin
moveDistance *= mTracer.mFraction;
if(moveDistance <= sCollisionMargin) // didn't move enough to accomplish anything
{
return false;
}
moveDistance -= sCollisionMargin;
tracerDest = tracerPos + normalMove*moveDistance;
// safely eject from what we hit by the safety margin
auto tempDest = tracerDest + mTracer.mPlaneNormal*sCollisionMargin*2;
ActorTracer tempTracer;
tempTracer.doTrace(mColObj, tracerDest, tempDest, mColWorld);
if(tempTracer.mFraction > 0.5f) // distance to any object is greater than sCollisionMargin (we checked sCollisionMargin*2 distance)
{
auto effectiveFraction = tempTracer.mFraction*2.0f - 1.0f;
tracerDest += mTracer.mPlaneNormal*sCollisionMargin*effectiveFraction;
}
}
if(attempt > 2) // do not allow stepping down below original height for attempt 3
downStepSize = upDistance;
else
downStepSize = moveDistance + upDistance + sStepSizeDown;
mDownStepper.doTrace(mColObj, tracerDest, tracerDest + osg::Vec3f(0.0f, 0.0f, -downStepSize), mColWorld);
// can't step down onto air, non-walkable-slopes, or actors
// 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
// (like the bottoms of the staircases in aldruhn's guild of mages)
// 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.
// Switched back to cylinders to avoid that and similer problems.
if(canStepDown(mDownStepper))
{
break;
}
else
{
// do not try attempt 3 if we just tried attempt 2 and the horizontal distance was rather large
// (forces actor to get snug against the defective ledge for attempt 3 to be tried)
if(attempt == 2 && moveDistance > upDistance-(mDownStepper.mFraction*downStepSize))
{
return false;
}
// do next attempt if first iteration of movement solver and not out of attempts
if(firstIteration && attempt < 3)
{
continue;
}
mDownStepper.doTrace(mColObj, mTracer.mEndPos, mTracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), mColWorld);
if (!canStepDown(mDownStepper))
return false;
}
}
if (mDownStepper.mFraction < 1.0f)
// note: can't downstep onto actors so no need to pick safety margin
float downDistance = 0;
if(mDownStepper.mFraction*downStepSize > sCollisionMargin)
downDistance = mDownStepper.mFraction*downStepSize - sCollisionMargin;
if(downDistance-sCollisionMargin-sGroundOffset > upDistance && !onGround)
return false;
auto newpos = tracerDest + osg::Vec3f(0.0f, 0.0f, -downDistance);
if((position-newpos).length2() < sCollisionMargin*sCollisionMargin)
return false;
if(mTracer.mHitObject)
{
// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
// TODO: stepper.mPlaneNormal does not appear to be reliable - needs more testing
// NOTE: caller's variables 'position' & 'remainingTime' are modified here
position = mDownStepper.mEndPos;
remainingTime *= (1.0f-mTracer.mFraction); // remaining time is proportional to remaining distance
mHaveMoved = true;
return true;
auto planeNormal = mTracer.mPlaneNormal;
if (onGround && !isWalkableSlope(planeNormal) && planeNormal.z() != 0)
{
planeNormal.z() = 0;
planeNormal.normalize();
}
velocity = reject(velocity, planeNormal);
}
return false;
velocity = reject(velocity, mDownStepper.mPlaneNormal);
position = newpos;
remainingTime *= (1.0f-mTracer.mFraction); // remaining time is proportional to remaining distance
return true;
}
}

@ -20,12 +20,11 @@ namespace MWPhysics
const btCollisionObject *mColObj;
ActorTracer mTracer, mUpStepper, mDownStepper;
bool mHaveMoved;
public:
Stepper(const btCollisionWorld *colWorld, const btCollisionObject *colObj);
bool step(osg::Vec3f &position, const osg::Vec3f &toMove, float &remainingTime);
bool step(osg::Vec3f &position, osg::Vec3f &velocity, float &remainingTime, const bool & onGround, bool firstIteration);
};
}

@ -24,7 +24,7 @@ void ActorTracer::doTrace(const btCollisionObject *actor, const osg::Vec3f& star
to.setOrigin(btend);
const btVector3 motion = btstart-btend;
ClosestNotMeConvexResultCallback newTraceCallback(actor, motion, btScalar(0.0));
ClosestNotMeConvexResultCallback newTraceCallback(actor, motion, btScalar(0.0), world);
// Inherit the actor's collision group and mask
newTraceCallback.m_collisionFilterGroup = actor->getBroadphaseHandle()->m_collisionFilterGroup;
newTraceCallback.m_collisionFilterMask = actor->getBroadphaseHandle()->m_collisionFilterMask;
@ -62,7 +62,7 @@ void ActorTracer::findGround(const Actor* actor, const osg::Vec3f& start, const
btTransform to(trans.getBasis(), btend);
const btVector3 motion = btstart-btend;
ClosestNotMeConvexResultCallback newTraceCallback(actor->getCollisionObject(), motion, btScalar(0.0));
ClosestNotMeConvexResultCallback newTraceCallback(actor->getCollisionObject(), motion, btScalar(0.0), world);
// Inherit the actor's collision group and mask
newTraceCallback.m_collisionFilterGroup = actor->getCollisionObject()->getBroadphaseHandle()->m_collisionFilterGroup;
newTraceCallback.m_collisionFilterMask = actor->getCollisionObject()->getBroadphaseHandle()->m_collisionFilterMask;

@ -50,7 +50,7 @@ install:
before_build:
- cmd: git submodule update --init --recursive
- cmd: sh %APPVEYOR_BUILD_FOLDER%\CI\before_script.msvc.sh -c %configuration% -p %PLATFORM% -v %msvc% -V -i %APPVEYOR_BUILD_FOLDER%\install
- cmd: sh %APPVEYOR_BUILD_FOLDER%\CI\before_script.msvc.sh -c %configuration% -p %PLATFORM% -v %msvc% -V -i %APPVEYOR_BUILD_FOLDER%\install -D
build_script:
- cmd: if %PLATFORM%==Win32 set build=MSVC%msvc%_32

@ -0,0 +1,67 @@
if (UNIX)
if (APPLE)
set(CMAKE_OS_NAME "OSX" CACHE STRING "Operating system name" FORCE)
else (APPLE)
## Check for Debian GNU/Linux ________________
find_file(DEBIAN_FOUND debian_version debconf.conf
PATHS /etc
)
if (DEBIAN_FOUND)
set(CMAKE_OS_NAME "Debian" CACHE STRING "Operating system name" FORCE)
endif (DEBIAN_FOUND)
## Check for Fedora _________________________
find_file(FEDORA_FOUND fedora-release
PATHS /etc
)
if (FEDORA_FOUND)
set(CMAKE_OS_NAME "Fedora" CACHE STRING "Operating system name" FORCE)
endif (FEDORA_FOUND)
## Check for RedHat _________________________
find_file(REDHAT_FOUND redhat-release inittab.RH
PATHS /etc
)
if (REDHAT_FOUND)
set(CMAKE_OS_NAME "RedHat" CACHE STRING "Operating system name" FORCE)
endif (REDHAT_FOUND)
## Extra check for Ubuntu ____________________
if (DEBIAN_FOUND)
## At its core Ubuntu is a Debian system, with
## a slightly altered configuration; hence from
## a first superficial inspection a system will
## be considered as Debian, which signifies an
## extra check is required.
find_file(UBUNTU_EXTRA legal issue
PATHS /etc
)
if (UBUNTU_EXTRA)
## Scan contents of file
file(STRINGS ${UBUNTU_EXTRA} UBUNTU_FOUND
REGEX Ubuntu
)
## Check result of string search
if (UBUNTU_FOUND)
set(CMAKE_OS_NAME "Ubuntu" CACHE STRING "Operating system name" FORCE)
set(DEBIAN_FOUND FALSE)
endif (UBUNTU_FOUND)
endif (UBUNTU_EXTRA)
endif (DEBIAN_FOUND)
endif (APPLE)
endif (UNIX)

@ -236,7 +236,6 @@ target_link_libraries(components
${OSGGA_LIBRARIES}
${OSGSHADOW_LIBRARIES}
${OSGANIMATION_LIBRARIES}
${BULLET_LIBRARIES}
${SDL2_LIBRARIES}
${OPENGL_gl_LIBRARY}
${MyGUI_LIBRARIES}
@ -246,6 +245,12 @@ target_link_libraries(components
RecastNavigation::Recast
)
if (BULLET_USE_DOUBLES AND (UBUNTU_FOUND OR DEBIAN_FOUND))
target_link_libraries(components BulletCollision-float64 LinearMath-float64)
else()
target_link_libraries(components ${BULLET_LIBRARIES})
endif()
if (WIN32)
target_link_libraries(components
${Boost_LOCALE_LIBRARY}

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