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Revert accumulating movement in the reset accum root callback.

This commit is contained in:
Mads Buvik Sandvei 2023-12-09 14:29:26 +01:00
parent af9312d869
commit 32d391f548
10 changed files with 23 additions and 104 deletions

View file

@ -2448,9 +2448,9 @@ namespace MWMechanics
bool doMovementAccumulation = isMovementAnimationControlled();
osg::Vec3f movementFromAnimation
= mAnimation->runAnimation(mSkipAnim && !isScriptedAnimPlaying() ? 0.f : duration, doMovementAccumulation);
= mAnimation->runAnimation(mSkipAnim && !isScriptedAnimPlaying() ? 0.f : duration);
if (mPtr.getClass().isActor() && doMovementAccumulation && !isScriptedAnimPlaying())
if (mPtr.getClass().isActor() && isMovementAnimationControlled() && !isScriptedAnimPlaying())
{
if (duration > 0.0f)
movementFromAnimation /= duration;

View file

@ -608,7 +608,6 @@ namespace MWPhysics
if (mAdvanceSimulation)
{
mNextJobSimTime = simulationTimeStart + (numSteps * newDelta);
mWorldFrameData = std::make_unique<WorldFrameData>();
mBudgetCursor += 1;
}
@ -812,7 +811,6 @@ namespace MWPhysics
mLockingPolicy };
for (Simulation& sim : *mSimulations)
std::visit(vis, sim);
mCurrentJobSimTime += mPhysicsDt;
}
bool PhysicsTaskScheduler::hasLineOfSight(const Actor* actor1, const Actor* actor2)
@ -922,9 +920,6 @@ namespace MWPhysics
mLOSCache.end());
}
// On paper, mCurrentJobSimTime should have added up to mNextJobSimTime already
// But to avoid accumulating floating point errors, assign this anyway.
mCurrentJobSimTime = mNextJobSimTime;
mTimeEnd = mTimer->tick();
if (mWorkersSync != nullptr)
mWorkersSync->workIsDone();
@ -939,9 +934,6 @@ namespace MWPhysics
std::visit(vis, sim);
mSimulations->clear();
mSimulations = nullptr;
const float interpolationFactor = std::clamp(mTimeAccum / mPhysicsDt, 0.0f, 1.0f);
MWBase::Environment::get().getWorld()->getTimeManager()->setPhysicsSimulationTime(
mCurrentJobSimTime - mPhysicsDt * (1.f - interpolationFactor));
}
// Attempt to acquire unique lock on mSimulationMutex while not all worker

View file

@ -96,9 +96,6 @@ namespace MWPhysics
float mDefaultPhysicsDt;
float mPhysicsDt;
float mTimeAccum;
float mNextJobSimTime = 0.f;
float mCurrentJobSimTime = 0.f;
float mPreviousJobSimTime = 0.f;
btCollisionWorld* mCollisionWorld;
MWRender::DebugDrawer* mDebugDrawer;
std::vector<LOSRequest> mLOSCache;

View file

@ -49,7 +49,6 @@
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/datetimemanager.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/character.hpp" // FIXME: for MWMechanics::Priority
@ -490,23 +489,14 @@ namespace MWRender
class ResetAccumRootCallback : public SceneUtil::NodeCallback<ResetAccumRootCallback, osg::MatrixTransform*>
{
struct AccumulatedMovement
{
osg::Vec3f mMovement = osg::Vec3f();
float mSimStartTime = 0.f;
float mSimStopTime = 0.f;
};
public:
void operator()(osg::MatrixTransform* transform, osg::NodeVisitor* nv)
{
osg::Matrix mat = transform->getMatrix();
osg::Vec3f position = mat.getTrans();
position = osg::componentMultiply(mResetAxes, position);
// Add back the offset that the movement solver has not consumed yet
position += computeRemainder();
mat.setTrans(position);
transform->setMatrix(mat);
osg::Matrix mat = transform->getMatrix();
osg::Vec3f position = mat.getTrans();
position = osg::componentMultiply(mResetAxes, position);
mat.setTrans(position);
transform->setMatrix(mat);
traverse(transform, nv);
}
@ -519,35 +509,7 @@ namespace MWRender
mResetAxes.z() = accumulate.z() != 0.f ? 0.f : 1.f;
}
void accumulate(const osg::Vec3f& movement, float dt)
{
if (dt < 0.00001f)
return;
float simTime = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime();
mMovement.emplace_back(AccumulatedMovement{ movement, simTime, simTime + dt });
}
const osg::Vec3f computeRemainder()
{
float physSimTime = MWBase::Environment::get().getWorld()->getTimeManager()->getPhysicsSimulationTime();
// Start by erasing all movement that has been fully consumed by the physics code
std::erase_if(mMovement,
[physSimTime](const AccumulatedMovement& movement) { return movement.mSimStopTime <= physSimTime; });
// Accumulate all the movement that hasn't been consumed.
osg::Vec3f movement;
for (const auto& m : mMovement)
{
float startTime = std::max(physSimTime, m.mSimStartTime);
float fraction = (m.mSimStopTime - startTime) / (m.mSimStopTime - m.mSimStartTime);
movement += m.mMovement * fraction;
}
return movement;
}
private:
std::deque<AccumulatedMovement> mMovement;
osg::Vec3f mResetAxes;
};
@ -1167,37 +1129,15 @@ namespace MWRender
return velocity;
}
void Animation::updatePosition(float oldtime, float newtime, osg::Vec3f& position, bool hasMovement)
void Animation::updatePosition(float oldtime, float newtime, osg::Vec3f& position)
{
// Get the difference from the last update, and move the position
osg::Vec3f offset = osg::componentMultiply(mAccumCtrl->getTranslation(newtime), mAccumulate);
if (!hasMovement)
{
// When animations have no velocity, the character should have zero net movement through a complete loop or
// animation sequence. Although any subsequence of the animation may move. This works because each sequence
// starts and stops with Bip01 at the same position, totaling 0 movement. This allows us to accurately move
// the character by just moving it from the position Bip01 was last frame to where it is this frame, without
// needing to accumulate anything in-between.
if (mPreviousAccumulatePosition)
{
position += offset - mPreviousAccumulatePosition.value();
}
mPreviousAccumulatePosition = offset;
}
else
{
// When animations have velocity, net movement is expected. The above block would negate that movement every
// time the animation resets. Therefore we have to accumulate from oldtime to newtime instead, which works
// because oldtime < newtime is a guarantee even when the animation has looped.
position += offset - osg::componentMultiply(mAccumCtrl->getTranslation(oldtime), mAccumulate);
}
osg::Vec3f off = osg::componentMultiply(mAccumCtrl->getTranslation(newtime), mAccumulate);
position += off - osg::componentMultiply(mAccumCtrl->getTranslation(oldtime), mAccumulate);
}
osg::Vec3f Animation::runAnimation(float duration, bool accumulateMovement)
osg::Vec3f Animation::runAnimation(float duration)
{
if (!accumulateMovement)
mPreviousAccumulatePosition = std::nullopt;
osg::Vec3f movement(0.f, 0.f, 0.f);
AnimStateMap::iterator stateiter = mStates.begin();
while (stateiter != mStates.end())
@ -1211,7 +1151,6 @@ namespace MWRender
const SceneUtil::TextKeyMap& textkeys = state.mSource->getTextKeys();
auto textkey = textkeys.upperBound(state.getTime());
bool hasMovement = getVelocity(stateiter->first) > 0.001f;
float timepassed = duration * state.mSpeedMult;
while (state.mPlaying)
@ -1221,14 +1160,14 @@ namespace MWRender
float targetTime = state.getTime() + timepassed;
if (textkey == textkeys.end() || textkey->first > targetTime)
{
if (accumulateMovement && mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
updatePosition(state.getTime(), targetTime, movement, hasMovement);
if (mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
updatePosition(state.getTime(), targetTime, movement);
state.setTime(std::min(targetTime, state.mStopTime));
}
else
{
if (accumulateMovement && mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
updatePosition(state.getTime(), textkey->first, movement, hasMovement);
if (mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
updatePosition(state.getTime(), textkey->first, movement);
state.setTime(textkey->first);
}
@ -1311,8 +1250,6 @@ namespace MWRender
}
if (accumulateMovement && mResetAccumRootCallback)
mResetAccumRootCallback->accumulate(movement, duration);
return movement;
}

View file

@ -10,7 +10,6 @@
#include <components/sceneutil/textkeymap.hpp>
#include <components/sceneutil/util.hpp>
#include <optional>
#include <span>
#include <unordered_map>
#include <unordered_set>
@ -266,7 +265,6 @@ namespace MWRender
Resource::ResourceSystem* mResourceSystem;
osg::Vec3f mAccumulate;
std::optional<osg::Vec3f> mPreviousAccumulatePosition;
TextKeyListener* mTextKeyListener;
@ -306,7 +304,7 @@ namespace MWRender
/* Updates the position of the accum root node for the given time, and
* returns the wanted movement vector from the previous time. */
void updatePosition(float oldtime, float newtime, osg::Vec3f& position, bool hasMovement);
void updatePosition(float oldtime, float newtime, osg::Vec3f& position);
/* Resets the animation to the time of the specified start marker, without
* moving anything, and set the end time to the specified stop marker. If
@ -466,7 +464,7 @@ namespace MWRender
/** Retrieves the velocity (in units per second) that the animation will move. */
float getVelocity(std::string_view groupname) const;
virtual osg::Vec3f runAnimation(float duration, bool accumulateMovement = false);
virtual osg::Vec3f runAnimation(float duration);
void setLoopingEnabled(std::string_view groupname, bool enabled);

View file

@ -258,9 +258,9 @@ namespace MWRender
WeaponAnimation::addControllers(mNodeMap, mActiveControllers, mObjectRoot.get());
}
osg::Vec3f CreatureWeaponAnimation::runAnimation(float duration, bool accumulateMovement)
osg::Vec3f CreatureWeaponAnimation::runAnimation(float duration)
{
osg::Vec3f ret = Animation::runAnimation(duration, accumulateMovement);
osg::Vec3f ret = Animation::runAnimation(duration);
WeaponAnimation::configureControllers(mPtr.getRefData().getPosition().rot[0] + getBodyPitchRadians());

View file

@ -59,7 +59,7 @@ namespace MWRender
void addControllers() override;
osg::Vec3f runAnimation(float duration, bool accumulateMovement = false) override;
osg::Vec3f runAnimation(float duration) override;
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character.

View file

@ -693,9 +693,9 @@ namespace MWRender
return std::make_unique<PartHolder>(attached);
}
osg::Vec3f NpcAnimation::runAnimation(float timepassed, bool accumulateMovement)
osg::Vec3f NpcAnimation::runAnimation(float timepassed)
{
osg::Vec3f ret = Animation::runAnimation(timepassed, accumulateMovement);
osg::Vec3f ret = Animation::runAnimation(timepassed);
mHeadAnimationTime->update(timepassed);

View file

@ -130,7 +130,7 @@ namespace MWRender
void setWeaponGroup(const std::string& group, bool relativeDuration) override;
osg::Vec3f runAnimation(float timepassed, bool accumulateMovement = false) override;
osg::Vec3f runAnimation(float timepassed) override;
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character.

View file

@ -29,10 +29,6 @@ namespace MWWorld
float getGameTimeScale() const { return mGameTimeScale; }
void setGameTimeScale(float scale); // game time to simulation time ratio
// Physics simulation time
double getPhysicsSimulationTime() const { return mPhysicsSimulationTime; }
void setPhysicsSimulationTime(double t) { mPhysicsSimulationTime = t; }
// Rendering simulation time (summary simulation time of rendering frames since application start).
double getRenderingSimulationTime() const { return mRenderingSimulationTime; }
void setRenderingSimulationTime(double t) { mRenderingSimulationTime = t; }
@ -74,7 +70,6 @@ namespace MWWorld
float mSimulationTimeScale = 1.0;
double mRenderingSimulationTime = 0.0;
double mSimulationTime = 0.0;
double mPhysicsSimulationTime = 0.0;
bool mPaused = false;
std::set<std::string, std::less<>> mPausedTags;
};