#include "physicssystem.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // FindRecIndexVisitor #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/movement.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/player.hpp" #include "../mwrender/bulletdebugdraw.hpp" #include "../mwworld/class.hpp" #include "collisiontype.hpp" #include "actor.hpp" #include "projectile.hpp" #include "trace.h" #include "object.hpp" #include "heightfield.hpp" #include "hasspherecollisioncallback.hpp" #include "deepestnotmecontacttestresultcallback.hpp" #include "closestnotmerayresultcallback.hpp" #include "contacttestresultcallback.hpp" #include "projectileconvexcallback.hpp" #include "movementsolver.hpp" #include "mtphysics.hpp" namespace { bool canMoveToWaterSurface(const MWPhysics::Actor* physicActor, const float waterlevel, btCollisionWorld* world) { if (!physicActor) return false; const float halfZ = physicActor->getHalfExtents().z(); const osg::Vec3f actorPosition = physicActor->getPosition(); const osg::Vec3f startingPosition(actorPosition.x(), actorPosition.y(), actorPosition.z() + halfZ); const osg::Vec3f destinationPosition(actorPosition.x(), actorPosition.y(), waterlevel + halfZ); MWPhysics::ActorTracer tracer; tracer.doTrace(physicActor->getCollisionObject(), startingPosition, destinationPosition, world); return (tracer.mFraction >= 1.0f); } void handleJump(const MWWorld::Ptr &ptr) { if (!ptr.getClass().isActor()) return; if (ptr.getClass().getMovementSettings(ptr).mPosition[2] == 0) return; const bool isPlayer = (ptr == MWMechanics::getPlayer()); // Advance acrobatics and set flag for GetPCJumping if (isPlayer) { ptr.getClass().skillUsageSucceeded(ptr, ESM::Skill::Acrobatics, 0); MWBase::Environment::get().getWorld()->getPlayer().setJumping(true); } // Decrease fatigue if (!isPlayer || !MWBase::Environment::get().getWorld()->getGodModeState()) { const MWWorld::Store &gmst = MWBase::Environment::get().getWorld()->getStore().get(); const float fFatigueJumpBase = gmst.find("fFatigueJumpBase")->mValue.getFloat(); const float fFatigueJumpMult = gmst.find("fFatigueJumpMult")->mValue.getFloat(); const float normalizedEncumbrance = std::min(1.f, ptr.getClass().getNormalizedEncumbrance(ptr)); const float fatigueDecrease = fFatigueJumpBase + normalizedEncumbrance * fFatigueJumpMult; MWMechanics::DynamicStat fatigue = ptr.getClass().getCreatureStats(ptr).getFatigue(); fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease); ptr.getClass().getCreatureStats(ptr).setFatigue(fatigue); } ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0; } } namespace MWPhysics { PhysicsSystem::PhysicsSystem(Resource::ResourceSystem* resourceSystem, osg::ref_ptr parentNode) : mShapeManager(new Resource::BulletShapeManager(resourceSystem->getVFS(), resourceSystem->getSceneManager(), resourceSystem->getNifFileManager())) , mResourceSystem(resourceSystem) , mDebugDrawEnabled(false) , mTimeAccum(0.0f) , mProjectileId(0) , mWaterHeight(0) , mWaterEnabled(false) , mParentNode(parentNode) , mPhysicsDt(1.f / 60.f) { mResourceSystem->addResourceManager(mShapeManager.get()); mCollisionConfiguration = std::make_unique(); mDispatcher = std::make_unique(mCollisionConfiguration.get()); mBroadphase = std::make_unique(); mCollisionWorld = std::make_unique(mDispatcher.get(), mBroadphase.get(), mCollisionConfiguration.get()); // Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this. // Should a "static" object ever be moved, we have to update its AABB manually using DynamicsWorld::updateSingleAabb. mCollisionWorld->setForceUpdateAllAabbs(false); // Check if a user decided to override a physics system FPS const char* env = getenv("OPENMW_PHYSICS_FPS"); if (env) { float physFramerate = std::atof(env); if (physFramerate > 0) { mPhysicsDt = 1.f / physFramerate; Log(Debug::Warning) << "Warning: using custom physics framerate (" << physFramerate << " FPS)."; } } mDebugDrawer = std::make_unique(mParentNode, mCollisionWorld.get(), mDebugDrawEnabled); mTaskScheduler = std::make_unique(mPhysicsDt, mCollisionWorld.get(), mDebugDrawer.get()); } PhysicsSystem::~PhysicsSystem() { mResourceSystem->removeResourceManager(mShapeManager.get()); if (mWaterCollisionObject) mTaskScheduler->removeCollisionObject(mWaterCollisionObject.get()); mTaskScheduler->releaseSharedStates(); mHeightFields.clear(); mObjects.clear(); mActors.clear(); mProjectiles.clear(); } Resource::BulletShapeManager *PhysicsSystem::getShapeManager() { return mShapeManager.get(); } bool PhysicsSystem::toggleDebugRendering() { mDebugDrawEnabled = !mDebugDrawEnabled; mCollisionWorld->setDebugDrawer(mDebugDrawEnabled ? mDebugDrawer.get() : nullptr); mDebugDrawer->setDebugMode(mDebugDrawEnabled); return mDebugDrawEnabled; } void PhysicsSystem::markAsNonSolid(const MWWorld::ConstPtr &ptr) { ObjectMap::iterator found = mObjects.find(ptr.mRef); if (found == mObjects.end()) return; found->second->setSolid(false); } bool PhysicsSystem::isOnSolidGround (const MWWorld::Ptr& actor) const { const Actor* physactor = getActor(actor); if (!physactor || !physactor->getOnGround()) return false; const auto obj = physactor->getStandingOnPtr(); if (obj.isEmpty()) return true; // assume standing on terrain (which is a non-object, so not collision tracked) ObjectMap::const_iterator foundObj = mObjects.find(obj.mRef); if (foundObj == mObjects.end()) return false; if (!foundObj->second->isSolid()) return false; return true; } std::pair PhysicsSystem::getHitContact(const MWWorld::ConstPtr& actor, const osg::Vec3f &origin, const osg::Quat &orient, float queryDistance, std::vector& targets) { // First of all, try to hit where you aim to int hitmask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor; RayCastingResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor); if (result.mHit) { reportCollision(Misc::Convert::toBullet(result.mHitPos), Misc::Convert::toBullet(result.mHitNormal)); return std::make_pair(result.mHitObject, result.mHitPos); } // Use cone shape as fallback const MWWorld::Store &store = MWBase::Environment::get().getWorld()->getStore().get(); btConeShape shape (osg::DegreesToRadians(store.find("fCombatAngleXY")->mValue.getFloat()/2.0f), queryDistance); shape.setLocalScaling(btVector3(1, 1, osg::DegreesToRadians(store.find("fCombatAngleZ")->mValue.getFloat()/2.0f) / shape.getRadius())); // The shape origin is its center, so we have to move it forward by half the length. The // real origin will be provided to getFilteredContact to find the closest. osg::Vec3f center = origin + (orient * osg::Vec3f(0.0f, queryDistance*0.5f, 0.0f)); btCollisionObject object; object.setCollisionShape(&shape); object.setWorldTransform(btTransform(Misc::Convert::toBullet(orient), Misc::Convert::toBullet(center))); const btCollisionObject* me = nullptr; std::vector targetCollisionObjects; const Actor* physactor = getActor(actor); if (physactor) me = physactor->getCollisionObject(); if (!targets.empty()) { for (MWWorld::Ptr& target : targets) { const Actor* targetActor = getActor(target); if (targetActor) targetCollisionObjects.push_back(targetActor->getCollisionObject()); } } DeepestNotMeContactTestResultCallback resultCallback(me, targetCollisionObjects, Misc::Convert::toBullet(origin)); resultCallback.m_collisionFilterGroup = CollisionType_Actor; resultCallback.m_collisionFilterMask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor; mTaskScheduler->contactTest(&object, resultCallback); if (resultCallback.mObject) { PtrHolder* holder = static_cast(resultCallback.mObject->getUserPointer()); if (holder) { reportCollision(resultCallback.mContactPoint, resultCallback.mContactNormal); return std::make_pair(holder->getPtr(), Misc::Convert::toOsg(resultCallback.mContactPoint)); } } return std::make_pair(MWWorld::Ptr(), osg::Vec3f()); } float PhysicsSystem::getHitDistance(const osg::Vec3f &point, const MWWorld::ConstPtr &target) const { btCollisionObject* targetCollisionObj = nullptr; const Actor* actor = getActor(target); if (actor) targetCollisionObj = actor->getCollisionObject(); if (!targetCollisionObj) return 0.f; btTransform rayFrom; rayFrom.setIdentity(); rayFrom.setOrigin(Misc::Convert::toBullet(point)); auto hitpoint = mTaskScheduler->getHitPoint(rayFrom, targetCollisionObj); if (hitpoint) return (point - Misc::Convert::toOsg(*hitpoint)).length(); // didn't hit the target. this could happen if point is already inside the collision box return 0.f; } RayCastingResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, const std::vector& targets, int mask, int group) const { if (from == to) { RayCastingResult result; result.mHit = false; return result; } btVector3 btFrom = Misc::Convert::toBullet(from); btVector3 btTo = Misc::Convert::toBullet(to); const btCollisionObject* me = nullptr; std::vector targetCollisionObjects; if (!ignore.isEmpty()) { const Actor* actor = getActor(ignore); if (actor) me = actor->getCollisionObject(); else { const Object* object = getObject(ignore); if (object) me = object->getCollisionObject(); } } if (!targets.empty()) { for (const MWWorld::Ptr& target : targets) { const Actor* actor = getActor(target); if (actor) targetCollisionObjects.push_back(actor->getCollisionObject()); } } ClosestNotMeRayResultCallback resultCallback(me, targetCollisionObjects, btFrom, btTo); resultCallback.m_collisionFilterGroup = group; resultCallback.m_collisionFilterMask = mask; mTaskScheduler->rayTest(btFrom, btTo, resultCallback); RayCastingResult result; result.mHit = resultCallback.hasHit(); if (resultCallback.hasHit()) { result.mHitPos = Misc::Convert::toOsg(resultCallback.m_hitPointWorld); result.mHitNormal = Misc::Convert::toOsg(resultCallback.m_hitNormalWorld); if (PtrHolder* ptrHolder = static_cast(resultCallback.m_collisionObject->getUserPointer())) result.mHitObject = ptrHolder->getPtr(); } return result; } RayCastingResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius, int mask, int group) const { btCollisionWorld::ClosestConvexResultCallback callback(Misc::Convert::toBullet(from), Misc::Convert::toBullet(to)); callback.m_collisionFilterGroup = group; callback.m_collisionFilterMask = mask; btSphereShape shape(radius); const btQuaternion btrot = btQuaternion::getIdentity(); btTransform from_ (btrot, Misc::Convert::toBullet(from)); btTransform to_ (btrot, Misc::Convert::toBullet(to)); mTaskScheduler->convexSweepTest(&shape, from_, to_, callback); RayCastingResult result; result.mHit = callback.hasHit(); if (result.mHit) { result.mHitPos = Misc::Convert::toOsg(callback.m_hitPointWorld); result.mHitNormal = Misc::Convert::toOsg(callback.m_hitNormalWorld); if (auto* ptrHolder = static_cast(callback.m_hitCollisionObject->getUserPointer())) result.mHitObject = ptrHolder->getPtr(); } return result; } bool PhysicsSystem::getLineOfSight(const MWWorld::ConstPtr &actor1, const MWWorld::ConstPtr &actor2) const { const auto it1 = mActors.find(actor1.mRef); const auto it2 = mActors.find(actor2.mRef); if (it1 == mActors.end() || it2 == mActors.end()) return false; return mTaskScheduler->getLineOfSight(it1->second, it2->second); } bool PhysicsSystem::isOnGround(const MWWorld::Ptr &actor) { Actor* physactor = getActor(actor); return physactor && physactor->getOnGround(); } bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel) { return ::canMoveToWaterSurface(getActor(actor), waterlevel, mCollisionWorld.get()); } osg::Vec3f PhysicsSystem::getHalfExtents(const MWWorld::ConstPtr &actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getHalfExtents(); else return osg::Vec3f(); } osg::Vec3f PhysicsSystem::getOriginalHalfExtents(const MWWorld::ConstPtr &actor) const { if (const Actor* physactor = getActor(actor)) return physactor->getOriginalHalfExtents(); else return osg::Vec3f(); } osg::Vec3f PhysicsSystem::getRenderingHalfExtents(const MWWorld::ConstPtr &actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getRenderingHalfExtents(); else return osg::Vec3f(); } osg::BoundingBox PhysicsSystem::getBoundingBox(const MWWorld::ConstPtr &object) const { const Object * physobject = getObject(object); if (!physobject) return osg::BoundingBox(); btVector3 min, max; mTaskScheduler->getAabb(physobject->getCollisionObject(), min, max); return osg::BoundingBox(Misc::Convert::toOsg(min), Misc::Convert::toOsg(max)); } osg::Vec3f PhysicsSystem::getCollisionObjectPosition(const MWWorld::ConstPtr &actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getCollisionObjectPosition(); else return osg::Vec3f(); } std::vector PhysicsSystem::getCollisionsPoints(const MWWorld::ConstPtr &ptr, int collisionGroup, int collisionMask) const { btCollisionObject* me = nullptr; auto found = mObjects.find(ptr.mRef); if (found != mObjects.end()) me = found->second->getCollisionObject(); else return {}; ContactTestResultCallback resultCallback (me); resultCallback.m_collisionFilterGroup = collisionGroup; resultCallback.m_collisionFilterMask = collisionMask; mTaskScheduler->contactTest(me, resultCallback); return resultCallback.mResult; } std::vector PhysicsSystem::getCollisions(const MWWorld::ConstPtr &ptr, int collisionGroup, int collisionMask) const { std::vector actors; for (auto& [actor, point, normal] : getCollisionsPoints(ptr, collisionGroup, collisionMask)) actors.emplace_back(actor); return actors; } osg::Vec3f PhysicsSystem::traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, float maxHeight) { ActorMap::iterator found = mActors.find(ptr.mRef); if (found == mActors.end()) return ptr.getRefData().getPosition().asVec3(); return MovementSolver::traceDown(ptr, position, found->second.get(), mCollisionWorld.get(), maxHeight); } void PhysicsSystem::addHeightField(const float* heights, int x, int y, int size, int verts, float minH, float maxH, const osg::Object* holdObject) { mHeightFields[std::make_pair(x,y)] = std::make_unique(heights, x, y, size, verts, minH, maxH, holdObject, mTaskScheduler.get()); } void PhysicsSystem::removeHeightField (int x, int y) { HeightFieldMap::iterator heightfield = mHeightFields.find(std::make_pair(x,y)); if(heightfield != mHeightFields.end()) mHeightFields.erase(heightfield); } const HeightField* PhysicsSystem::getHeightField(int x, int y) const { const auto heightField = mHeightFields.find(std::make_pair(x, y)); if (heightField == mHeightFields.end()) return nullptr; return heightField->second.get(); } void PhysicsSystem::addObject (const MWWorld::Ptr& ptr, const std::string& mesh, osg::Quat rotation, int collisionType) { if (ptr.mRef->mData.mPhysicsPostponed) return; osg::ref_ptr shapeInstance = mShapeManager->getInstance(mesh); if (!shapeInstance || !shapeInstance->getCollisionShape()) return; assert(!getObject(ptr)); auto obj = std::make_shared(ptr, shapeInstance, rotation, collisionType, mTaskScheduler.get()); mObjects.emplace(ptr.mRef, obj); if (obj->isAnimated()) mAnimatedObjects.insert(obj.get()); } void PhysicsSystem::remove(const MWWorld::Ptr &ptr) { if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end()) { mAnimatedObjects.erase(foundObject->second.get()); mObjects.erase(foundObject); } else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end()) { mActors.erase(foundActor); } } void PhysicsSystem::removeProjectile(const int projectileId) { ProjectileMap::iterator foundProjectile = mProjectiles.find(projectileId); if (foundProjectile != mProjectiles.end()) mProjectiles.erase(foundProjectile); } void PhysicsSystem::updatePtr(const MWWorld::Ptr &old, const MWWorld::Ptr &updated) { if (auto found = mObjects.find(old.mRef); found != mObjects.end()) found->second->updatePtr(updated); else if (auto found = mActors.find(old.mRef); found != mActors.end()) found->second->updatePtr(updated); for (auto& [_, actor] : mActors) { if (actor->getStandingOnPtr() == old) actor->setStandingOnPtr(updated); } for (auto& [_, projectile] : mProjectiles) { if (projectile->getCaster() == old) projectile->setCaster(updated); } } Actor *PhysicsSystem::getActor(const MWWorld::Ptr &ptr) { ActorMap::iterator found = mActors.find(ptr.mRef); if (found != mActors.end()) return found->second.get(); return nullptr; } const Actor *PhysicsSystem::getActor(const MWWorld::ConstPtr &ptr) const { ActorMap::const_iterator found = mActors.find(ptr.mRef); if (found != mActors.end()) return found->second.get(); return nullptr; } const Object* PhysicsSystem::getObject(const MWWorld::ConstPtr &ptr) const { ObjectMap::const_iterator found = mObjects.find(ptr.mRef); if (found != mObjects.end()) return found->second.get(); return nullptr; } Projectile* PhysicsSystem::getProjectile(int projectileId) const { ProjectileMap::const_iterator found = mProjectiles.find(projectileId); if (found != mProjectiles.end()) return found->second.get(); return nullptr; } void PhysicsSystem::updateScale(const MWWorld::Ptr &ptr) { if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end()) { float scale = ptr.getCellRef().getScale(); foundObject->second->setScale(scale); mTaskScheduler->updateSingleAabb(foundObject->second); } else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end()) { foundActor->second->updateScale(); mTaskScheduler->updateSingleAabb(foundActor->second); } } void PhysicsSystem::updateProjectile(const int projectileId, const osg::Vec3f &position) const { const auto foundProjectile = mProjectiles.find(projectileId); assert(foundProjectile != mProjectiles.end()); auto* projectile = foundProjectile->second.get(); btVector3 btFrom = Misc::Convert::toBullet(projectile->getPosition()); btVector3 btTo = Misc::Convert::toBullet(position); if (btFrom == btTo) return; ProjectileConvexCallback resultCallback(projectile->getCasterCollisionObject(), projectile->getCollisionObject(), btFrom, btTo, projectile); resultCallback.m_collisionFilterMask = 0xff; resultCallback.m_collisionFilterGroup = CollisionType_Projectile; const btQuaternion btrot = btQuaternion::getIdentity(); btTransform from_ (btrot, btFrom); btTransform to_ (btrot, btTo); mTaskScheduler->convexSweepTest(projectile->getConvexShape(), from_, to_, resultCallback); const auto newpos = projectile->isActive() ? position : Misc::Convert::toOsg(projectile->getHitPosition()); projectile->setPosition(newpos); mTaskScheduler->updateSingleAabb(foundProjectile->second); } void PhysicsSystem::updateRotation(const MWWorld::Ptr &ptr, osg::Quat rotate) { if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end()) { foundObject->second->setRotation(rotate); mTaskScheduler->updateSingleAabb(foundObject->second); } else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end()) { if (!foundActor->second->isRotationallyInvariant()) { foundActor->second->setRotation(rotate); mTaskScheduler->updateSingleAabb(foundActor->second); } } } void PhysicsSystem::updatePosition(const MWWorld::Ptr &ptr) { if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end()) { foundObject->second->updatePosition(); mTaskScheduler->updateSingleAabb(foundObject->second); } else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end()) { foundActor->second->updatePosition(); mTaskScheduler->updateSingleAabb(foundActor->second, true); } } void PhysicsSystem::addActor (const MWWorld::Ptr& ptr, const std::string& mesh) { osg::ref_ptr shape = mShapeManager->getShape(mesh); // Try to get shape from basic model as fallback for creatures if (!ptr.getClass().isNpc() && shape && shape->mCollisionBox.extents.length2() == 0) { const std::string fallbackModel = ptr.getClass().getModel(ptr); if (fallbackModel != mesh) { shape = mShapeManager->getShape(fallbackModel); } } if (!shape) return; // check if Actor should spawn above water const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects(); const bool canWaterWalk = effects.get(ESM::MagicEffect::WaterWalking).getMagnitude() > 0; auto actor = std::make_shared(ptr, shape, mTaskScheduler.get(), canWaterWalk); mActors.emplace(ptr.mRef, std::move(actor)); } int PhysicsSystem::addProjectile (const MWWorld::Ptr& caster, const osg::Vec3f& position, const std::string& mesh, bool computeRadius) { osg::ref_ptr shapeInstance = mShapeManager->getInstance(mesh); assert(shapeInstance); float radius = computeRadius ? shapeInstance->mCollisionBox.extents.length() / 2.f : 1.f; mProjectileId++; auto projectile = std::make_shared(caster, position, radius, mTaskScheduler.get(), this); mProjectiles.emplace(mProjectileId, std::move(projectile)); return mProjectileId; } void PhysicsSystem::setCaster(int projectileId, const MWWorld::Ptr& caster) { const auto foundProjectile = mProjectiles.find(projectileId); assert(foundProjectile != mProjectiles.end()); auto* projectile = foundProjectile->second.get(); projectile->setCaster(caster); } bool PhysicsSystem::toggleCollisionMode() { ActorMap::iterator found = mActors.find(MWMechanics::getPlayer().mRef); if (found != mActors.end()) { bool cmode = found->second->getCollisionMode(); cmode = !cmode; found->second->enableCollisionMode(cmode); // NB: Collision body isn't disabled for vanilla TCL compatibility return cmode; } return false; } void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &velocity) { ActorMap::iterator found = mActors.find(ptr.mRef); if (found != mActors.end()) found->second->setVelocity(velocity); } void PhysicsSystem::clearQueuedMovement() { for (const auto& [_, actor] : mActors) actor->setVelocity(osg::Vec3f()); } std::pair>, std::vector> PhysicsSystem::prepareFrameData(bool willSimulate) { std::pair>, std::vector> framedata; framedata.first.reserve(mActors.size()); framedata.second.reserve(mActors.size()); const MWBase::World *world = MWBase::Environment::get().getWorld(); for (const auto& [ref, physicActor] : mActors) { auto ptr = physicActor->getPtr(); if (!ptr.getClass().isMobile(ptr)) continue; float waterlevel = -std::numeric_limits::max(); const MWWorld::CellStore *cell = ptr.getCell(); if(cell->getCell()->hasWater()) waterlevel = cell->getWaterLevel(); const auto& stats = ptr.getClass().getCreatureStats(ptr); const MWMechanics::MagicEffects& effects = stats.getMagicEffects(); bool waterCollision = false; if (cell->getCell()->hasWater() && effects.get(ESM::MagicEffect::WaterWalking).getMagnitude()) { if (physicActor->getCollisionMode() || !world->isUnderwater(ptr.getCell(), ptr.getRefData().getPosition().asVec3())) waterCollision = true; } physicActor->setCanWaterWalk(waterCollision); // Slow fall reduces fall speed by a factor of (effect magnitude / 200) const float slowFall = 1.f - std::max(0.f, std::min(1.f, effects.get(ESM::MagicEffect::SlowFall).getMagnitude() * 0.005f)); const bool godmode = ptr == world->getPlayerConstPtr() && world->getGodModeState(); const bool inert = stats.isDead() || (!godmode && stats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getModifier() > 0); framedata.first.emplace_back(physicActor); framedata.second.emplace_back(*physicActor, inert, waterCollision, slowFall, waterlevel); // if the simulation will run, a jump request will be fulfilled. Update mechanics accordingly. if (willSimulate) handleJump(ptr); } return framedata; } void PhysicsSystem::stepSimulation(float dt, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats) { for (Object* animatedObject : mAnimatedObjects) { if (animatedObject->animateCollisionShapes()) { auto obj = mObjects.find(animatedObject->getPtr().mRef); assert(obj != mObjects.end()); mTaskScheduler->updateSingleAabb(obj->second); } } #ifndef BT_NO_PROFILE CProfileManager::Reset(); CProfileManager::Increment_Frame_Counter(); #endif mTimeAccum += dt; if (skipSimulation) mTaskScheduler->resetSimulation(mActors); else { auto [actors, framedata] = prepareFrameData(mTimeAccum >= mPhysicsDt); // modifies mTimeAccum mTaskScheduler->applyQueuedMovements(mTimeAccum, std::move(actors), std::move(framedata), frameStart, frameNumber, stats); } } void PhysicsSystem::moveActors() { auto* player = getActor(MWMechanics::getPlayer()); auto* world = MWBase::Environment::get().getWorld(); // copy new ptr position in temporary vector. player is handled separately as its movement might change active cell. std::vector> newPositions; newPositions.reserve(mActors.size() - 1); for (const auto& [ptr, physicActor] : mActors) { if (physicActor.get() == player) continue; newPositions.emplace_back(physicActor->getPtr(), physicActor->getSimulationPosition()); } for (auto& [ptr, pos] : newPositions) world->moveObject(ptr, pos, false, false); world->moveObject(player->getPtr(), player->getSimulationPosition(), false, false); } void PhysicsSystem::updateAnimatedCollisionShape(const MWWorld::Ptr& object) { ObjectMap::iterator found = mObjects.find(object.mRef); if (found != mObjects.end()) if (found->second->animateCollisionShapes()) mTaskScheduler->updateSingleAabb(found->second); } void PhysicsSystem::debugDraw() { if (mDebugDrawEnabled) mTaskScheduler->debugDraw(); } bool PhysicsSystem::isActorStandingOn(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const { const auto physActor = mActors.find(actor.mRef); if (physActor != mActors.end()) return physActor->second->getStandingOnPtr() == object; return false; } void PhysicsSystem::getActorsStandingOn(const MWWorld::ConstPtr &object, std::vector &out) const { for (const auto& [_, actor] : mActors) { if (actor->getStandingOnPtr() == object) out.emplace_back(actor->getPtr()); } } bool PhysicsSystem::isActorCollidingWith(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const { std::vector collisions = getCollisions(object, CollisionType_World, CollisionType_Actor); return (std::find(collisions.begin(), collisions.end(), actor) != collisions.end()); } void PhysicsSystem::getActorsCollidingWith(const MWWorld::ConstPtr &object, std::vector &out) const { std::vector collisions = getCollisions(object, CollisionType_World, CollisionType_Actor); out.insert(out.end(), collisions.begin(), collisions.end()); } void PhysicsSystem::disableWater() { if (mWaterEnabled) { mWaterEnabled = false; updateWater(); } } void PhysicsSystem::enableWater(float height) { if (!mWaterEnabled || mWaterHeight != height) { mWaterEnabled = true; mWaterHeight = height; updateWater(); } } void PhysicsSystem::setWaterHeight(float height) { if (mWaterHeight != height) { mWaterHeight = height; updateWater(); } } void PhysicsSystem::updateWater() { if (mWaterCollisionObject) { mTaskScheduler->removeCollisionObject(mWaterCollisionObject.get()); } if (!mWaterEnabled) { mWaterCollisionObject.reset(); return; } mWaterCollisionObject.reset(new btCollisionObject()); mWaterCollisionShape.reset(new btStaticPlaneShape(btVector3(0,0,1), mWaterHeight)); mWaterCollisionObject->setCollisionShape(mWaterCollisionShape.get()); mTaskScheduler->addCollisionObject(mWaterCollisionObject.get(), CollisionType_Water, CollisionType_Actor|CollisionType_Projectile); } bool PhysicsSystem::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore, std::vector* occupyingActors) const { btCollisionObject* object = nullptr; const auto it = mActors.find(ignore.mRef); if (it != mActors.end()) object = it->second->getCollisionObject(); const auto bulletPosition = Misc::Convert::toBullet(position); const auto aabbMin = bulletPosition - btVector3(radius, radius, radius); const auto aabbMax = bulletPosition + btVector3(radius, radius, radius); const int mask = MWPhysics::CollisionType_Actor; const int group = 0xff; if (occupyingActors == nullptr) { HasSphereCollisionCallback callback(bulletPosition, radius, object, mask, group, static_cast(nullptr)); mTaskScheduler->aabbTest(aabbMin, aabbMax, callback); return callback.getResult(); } const auto onCollision = [&] (const btCollisionObject* object) { if (PtrHolder* holder = static_cast(object->getUserPointer())) occupyingActors->push_back(holder->getPtr()); }; HasSphereCollisionCallback callback(bulletPosition, radius, object, mask, group, &onCollision); mTaskScheduler->aabbTest(aabbMin, aabbMax, callback); return callback.getResult(); } void PhysicsSystem::reportStats(unsigned int frameNumber, osg::Stats& stats) const { stats.setAttribute(frameNumber, "Physics Actors", mActors.size()); stats.setAttribute(frameNumber, "Physics Objects", mObjects.size()); stats.setAttribute(frameNumber, "Physics Projectiles", mProjectiles.size()); stats.setAttribute(frameNumber, "Physics HeightFields", mHeightFields.size()); } void PhysicsSystem::reportCollision(const btVector3& position, const btVector3& normal) { if (mDebugDrawEnabled) mDebugDrawer->addCollision(position, normal); } ActorFrameData::ActorFrameData(Actor& actor, bool inert, bool waterCollision, float slowFall, float waterlevel) : mPosition() , mStandingOn(nullptr) , mIsOnGround(actor.getOnGround()) , mIsOnSlope(actor.getOnSlope()) , mWalkingOnWater(false) , mInert(inert) , mCollisionObject(actor.getCollisionObject()) , mSwimLevel(waterlevel - (actor.getRenderingHalfExtents().z() * 2 * MWBase::Environment::get().getWorld()->getStore().get().find("fSwimHeightScale")->mValue.getFloat())) , mSlowFall(slowFall) , mRotation() , mMovement(actor.velocity()) , mWaterlevel(waterlevel) , mHalfExtentsZ(actor.getHalfExtents().z()) , mOldHeight(0) , mStuckFrames(0) , mFlying(MWBase::Environment::get().getWorld()->isFlying(actor.getPtr())) , mWasOnGround(actor.getOnGround()) , mIsAquatic(actor.getPtr().getClass().isPureWaterCreature(actor.getPtr())) , mWaterCollision(waterCollision) , mSkipCollisionDetection(actor.skipCollisions() || !actor.getCollisionMode()) { } void ActorFrameData::updatePosition(Actor& actor, btCollisionWorld* world) { actor.applyOffsetChange(); mPosition = actor.getPosition(); if (mWaterCollision && mPosition.z() < mWaterlevel && canMoveToWaterSurface(&actor, mWaterlevel, world)) { mPosition.z() = mWaterlevel; MWBase::Environment::get().getWorld()->moveObject(actor.getPtr(), mPosition, false); } mOldHeight = mPosition.z(); const auto rotation = actor.getPtr().getRefData().getPosition().asRotationVec3(); mRotation = osg::Vec2f(rotation.x(), rotation.z()); mInertia = actor.getInertialForce(); mStuckFrames = actor.getStuckFrames(); mLastStuckPosition = actor.getLastStuckPosition(); } WorldFrameData::WorldFrameData() : mIsInStorm(MWBase::Environment::get().getWorld()->isInStorm()) , mStormDirection(MWBase::Environment::get().getWorld()->getStormDirection()) {} LOSRequest::LOSRequest(const std::weak_ptr& a1, const std::weak_ptr& a2) : mResult(false), mStale(false), mAge(0) { // we use raw actor pointer pair to uniquely identify request // sort the pointer value in ascending order to not duplicate equivalent requests, eg. getLOS(A, B) and getLOS(B, A) auto* raw1 = a1.lock().get(); auto* raw2 = a2.lock().get(); assert(raw1 != raw2); if (raw1 < raw2) { mActors = {a1, a2}; mRawActors = {raw1, raw2}; } else { mActors = {a2, a1}; mRawActors = {raw2, raw1}; } } bool operator==(const LOSRequest& lhs, const LOSRequest& rhs) noexcept { return lhs.mRawActors == rhs.mRawActors; } }