mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-19 21:23:54 +00:00
Merge branch 'movement2' into 'master'
New Movement Solver Fixes See merge request OpenMW/openmw!414
This commit is contained in:
commit
851a0245ac
23 changed files with 657 additions and 212 deletions
10
CHANGELOG.md
10
CHANGELOG.md
|
@ -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
|
||||
|
|
21
apps/openmw/mwphysics/contacttestwrapper.cpp
Normal file
21
apps/openmw/mwphysics/contacttestwrapper.cpp
Normal file
|
@ -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);
|
||||
}
|
||||
|
||||
}
|
14
apps/openmw/mwphysics/contacttestwrapper.h
Normal file
14
apps/openmw/mwphysics/contacttestwrapper.h
Normal file
|
@ -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);
|
||||
|
||||
// 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);
|
||||
auto planeNormal = tracer.mPlaneNormal;
|
||||
|
||||
if ((newVelocity-velocity).length2() < 0.01)
|
||||
// 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 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 * 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;
|
||||
|
||||
isOnGround = true;
|
||||
|
||||
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 (!isActor(tracer.mHitObject))
|
||||
{
|
||||
if (osg::Vec3f(velocity.x(), velocity.y(), 0).length2() < 100.f*100.f)
|
||||
isOnGround = true;
|
||||
isOnSlope = !isWalkableSlope(tracer.mPlaneNormal);
|
||||
|
||||
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 && !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
|
||||
* +--+ +--+ +--+ +--------
|
||||
* ==============================================
|
||||
*/
|
||||
if(velocity.x() == 0.0 && velocity.y() == 0.0)
|
||||
return false;
|
||||
|
||||
/*
|
||||
* 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)
|
||||
// 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);
|
||||
|
||||
float upDistance = 0;
|
||||
if(!mUpStepper.mHitObject)
|
||||
upDistance = sStepSizeUp;
|
||||
else if(mUpStepper.mFraction*sStepSizeUp > sCollisionMargin)
|
||||
upDistance = mUpStepper.mFraction*sStepSizeUp - sCollisionMargin;
|
||||
else
|
||||
{
|
||||
mHaveMoved = false;
|
||||
|
||||
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?)
|
||||
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
|
||||
auto toMove = velocity * remainingTime;
|
||||
|
||||
/*
|
||||
* 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))
|
||||
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
|
||||
|
|
67
cmake/OSIdentity.cmake
Normal file
67
cmake/OSIdentity.cmake
Normal file
|
@ -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}
|
||||
|
|
Loading…
Reference in a new issue