#include "actor.hpp" #include #include #include #include #include #include #include "../mwworld/class.hpp" #include "collisiontype.hpp" #include "mtphysics.hpp" #include namespace MWPhysics { Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler) : mStandingOnPtr(nullptr), mCanWaterWalk(false), mWalkingOnWater(false) , mCollisionObject(nullptr), mMeshTranslation(shape->mCollisionBox.center), mHalfExtents(shape->mCollisionBox.extents) , mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false) , mInternalCollisionMode(true) , mExternalCollisionMode(true) , mTaskScheduler(scheduler) { mPtr = ptr; // We can not create actor without collisions - he will fall through the ground. // In this case we should autogenerate collision box based on mesh shape // (NPCs have bodyparts and use a different approach) if (!ptr.getClass().isNpc() && mHalfExtents.length2() == 0.f) { if (shape->mCollisionShape) { btTransform transform; transform.setIdentity(); btVector3 min; btVector3 max; shape->mCollisionShape->getAabb(transform, min, max); mHalfExtents.x() = (max[0] - min[0])/2.f; mHalfExtents.y() = (max[1] - min[1])/2.f; mHalfExtents.z() = (max[2] - min[2])/2.f; mMeshTranslation = osg::Vec3f(0.f, 0.f, mHalfExtents.z()); } if (mHalfExtents.length2() == 0.f) Log(Debug::Error) << "Error: Failed to calculate bounding box for actor \"" << ptr.getCellRef().getRefId() << "\"."; } 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(mShape.get()); mCollisionObject.reset(new btCollisionObject); mCollisionObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT); mCollisionObject->setActivationState(DISABLE_DEACTIVATION); mCollisionObject->setCollisionShape(mShape.get()); mCollisionObject->setUserPointer(this); updateScale(); if(!mRotationallyInvariant) updateRotation(); updatePosition(); addCollisionMask(getCollisionMask()); updateCollisionObjectPosition(); } Actor::~Actor() { if (mCollisionObject) mTaskScheduler->removeCollisionObject(mCollisionObject.get()); } void Actor::enableCollisionMode(bool collision) { mInternalCollisionMode.store(collision, std::memory_order_release); } void Actor::enableCollisionBody(bool collision) { if (mExternalCollisionMode != collision) { mExternalCollisionMode = collision; updateCollisionMask(); } } void Actor::addCollisionMask(int collisionMask) { mTaskScheduler->addCollisionObject(mCollisionObject.get(), CollisionType_Actor, collisionMask); } void Actor::updateCollisionMask() { mTaskScheduler->setCollisionFilterMask(mCollisionObject.get(), getCollisionMask()); } int Actor::getCollisionMask() const { int collisionMask = CollisionType_World | CollisionType_HeightMap; if (mExternalCollisionMode) collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door; if (mCanWaterWalk) collisionMask |= CollisionType_Water; return collisionMask; } void Actor::updatePosition() { std::scoped_lock lock(mPositionMutex); updateWorldPosition(); mPreviousPosition = mWorldPosition; mPosition = mWorldPosition; mSimulationPosition = mWorldPosition; mStandingOnPtr = nullptr; mSkipSimulation = true; } void Actor::updateWorldPosition() { if (mWorldPosition != mPtr.getRefData().getPosition().asVec3()) mWorldPositionChanged = true; mWorldPosition = mPtr.getRefData().getPosition().asVec3(); } osg::Vec3f Actor::getWorldPosition() const { return mWorldPosition; } void Actor::setSimulationPosition(const osg::Vec3f& position) { if (!mSkipSimulation) mSimulationPosition = position; mSkipSimulation = false; } 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); mShape->setLocalScaling(Misc::Convert::toBullet(mScale)); osg::Vec3f scaledTranslation = mRotation * osg::componentMultiply(mMeshTranslation, mScale); osg::Vec3f newPosition = scaledTranslation + mPosition; mLocalTransform.setOrigin(Misc::Convert::toBullet(newPosition)); mLocalTransform.setRotation(Misc::Convert::toBullet(mRotation)); mCollisionObject->setWorldTransform(mLocalTransform); mWorldPositionChanged = false; } osg::Vec3f Actor::getCollisionObjectPosition() const { std::scoped_lock lock(mPositionMutex); return Misc::Convert::toOsg(mLocalTransform.getOrigin()); } bool Actor::setPosition(const osg::Vec3f& position) { std::scoped_lock lock(mPositionMutex); bool hasChanged = mPosition != position || mPositionOffset.length() != 0 || mWorldPositionChanged; mPreviousPosition = mPosition + mPositionOffset; mPosition = position + mPositionOffset; mPositionOffset = osg::Vec3f(); return hasChanged; } void Actor::adjustPosition(const osg::Vec3f& offset) { std::scoped_lock lock(mPositionMutex); mPositionOffset += offset; } osg::Vec3f Actor::getPosition() const { return mPosition; } osg::Vec3f Actor::getPreviousPosition() const { return mPreviousPosition; } void Actor::updateRotation () { std::scoped_lock lock(mPositionMutex); mRotation = mPtr.getRefData().getBaseNode()->getAttitude(); } bool Actor::isRotationallyInvariant() const { return mRotationallyInvariant; } void Actor::updateScale() { std::scoped_lock lock(mPositionMutex); float scale = mPtr.getCellRef().getScale(); osg::Vec3f scaleVec(scale,scale,scale); mPtr.getClass().adjustScale(mPtr, scaleVec, false); mScale = scaleVec; scaleVec = osg::Vec3f(scale,scale,scale); mPtr.getClass().adjustScale(mPtr, scaleVec, true); mRenderingScale = scaleVec; } osg::Vec3f Actor::getHalfExtents() const { std::scoped_lock lock(mPositionMutex); return osg::componentMultiply(mHalfExtents, mScale); } osg::Vec3f Actor::getOriginalHalfExtents() const { return mHalfExtents; } osg::Vec3f Actor::getRenderingHalfExtents() const { std::scoped_lock lock(mPositionMutex); return osg::componentMultiply(mHalfExtents, mRenderingScale); } void Actor::setInertialForce(const osg::Vec3f &force) { mForce = force; } void Actor::setOnGround(bool grounded) { mOnGround.store(grounded, std::memory_order_release); } void Actor::setOnSlope(bool slope) { mOnSlope.store(slope, std::memory_order_release); } bool Actor::isWalkingOnWater() const { return mWalkingOnWater.load(std::memory_order_acquire); } void Actor::setWalkingOnWater(bool walkingOnWater) { mWalkingOnWater.store(walkingOnWater, std::memory_order_release); } void Actor::setCanWaterWalk(bool waterWalk) { if (waterWalk != mCanWaterWalk) { mCanWaterWalk = waterWalk; updateCollisionMask(); } } MWWorld::Ptr Actor::getStandingOnPtr() const { std::scoped_lock lock(mPositionMutex); return mStandingOnPtr; } void Actor::setStandingOnPtr(const MWWorld::Ptr& ptr) { std::scoped_lock lock(mPositionMutex); mStandingOnPtr = ptr; } }