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openmw/apps/openmw/mwphysics/actor.cpp

290 lines
7.7 KiB
C++

#include "actor.hpp"
#include <BulletCollision/CollisionShapes/btBoxShape.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/resource/bulletshape.hpp>
#include <components/debug/debuglog.hpp>
#include <components/misc/convert.hpp>
#include "../mwworld/class.hpp"
#include "collisiontype.hpp"
#include "mtphysics.hpp"
#include <cmath>
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<btConvexShape*>(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;
}
}