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977 lines
36 KiB
C++
977 lines
36 KiB
C++
#include "physicssystem.hpp"
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#include <algorithm>
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#include <memory>
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#include <vector>
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#include <osg/Group>
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#include <osg/Stats>
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#include <osg/Timer>
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#include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
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#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
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#include <BulletCollision/CollisionShapes/btConeShape.h>
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#include <BulletCollision/CollisionShapes/btSphereShape.h>
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#include <BulletCollision/CollisionShapes/btStaticPlaneShape.h>
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#include <LinearMath/btQuickprof.h>
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#include <LinearMath/btVector3.h>
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#include <components/debug/debuglog.hpp>
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#include <components/esm3/loadgmst.hpp>
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#include <components/esm3/loadmgef.hpp>
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#include <components/misc/convert.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/misc/strings/conversion.hpp>
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#include <components/resource/bulletshapemanager.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/settings/values.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwrender/bulletdebugdraw.hpp"
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#include "../mwworld/class.hpp"
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#include "actor.hpp"
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#include "collisiontype.hpp"
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#include "closestnotmerayresultcallback.hpp"
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#include "contacttestresultcallback.hpp"
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#include "hasspherecollisioncallback.hpp"
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#include "heightfield.hpp"
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#include "movementsolver.hpp"
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#include "mtphysics.hpp"
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#include "object.hpp"
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#include "projectile.hpp"
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namespace
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{
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void handleJump(const MWWorld::Ptr& ptr)
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{
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if (!ptr.getClass().isActor())
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return;
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if (ptr.getClass().getMovementSettings(ptr).mPosition[2] == 0)
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return;
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const bool isPlayer = (ptr == MWMechanics::getPlayer());
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// Advance acrobatics and set flag for GetPCJumping
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if (isPlayer)
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{
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ptr.getClass().skillUsageSucceeded(ptr, ESM::Skill::Acrobatics, ESM::Skill::Acrobatics_Jump);
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MWBase::Environment::get().getWorld()->getPlayer().setJumping(true);
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}
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// Decrease fatigue
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if (!isPlayer || !MWBase::Environment::get().getWorld()->getGodModeState())
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{
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const MWWorld::Store<ESM::GameSetting>& gmst
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= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
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const float fFatigueJumpBase = gmst.find("fFatigueJumpBase")->mValue.getFloat();
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const float fFatigueJumpMult = gmst.find("fFatigueJumpMult")->mValue.getFloat();
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const float normalizedEncumbrance = std::min(1.f, ptr.getClass().getNormalizedEncumbrance(ptr));
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const float fatigueDecrease = fFatigueJumpBase + normalizedEncumbrance * fFatigueJumpMult;
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MWMechanics::DynamicStat<float> fatigue = ptr.getClass().getCreatureStats(ptr).getFatigue();
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fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
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ptr.getClass().getCreatureStats(ptr).setFatigue(fatigue);
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}
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ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
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}
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}
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namespace MWPhysics
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{
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PhysicsSystem::PhysicsSystem(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode)
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: mShapeManager(
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std::make_unique<Resource::BulletShapeManager>(resourceSystem->getVFS(), resourceSystem->getSceneManager(),
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resourceSystem->getNifFileManager(), Settings::cells().mCacheExpiryDelay))
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, mResourceSystem(resourceSystem)
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, mDebugDrawEnabled(false)
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, mTimeAccum(0.0f)
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, mProjectileId(0)
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, mWaterHeight(0)
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, mWaterEnabled(false)
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, mParentNode(std::move(parentNode))
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, mPhysicsDt(1.f / 60.f)
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{
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mResourceSystem->addResourceManager(mShapeManager.get());
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mCollisionConfiguration = std::make_unique<btDefaultCollisionConfiguration>();
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mDispatcher = std::make_unique<btCollisionDispatcher>(mCollisionConfiguration.get());
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mBroadphase = std::make_unique<btDbvtBroadphase>();
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mCollisionWorld
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= std::make_unique<btCollisionWorld>(mDispatcher.get(), mBroadphase.get(), mCollisionConfiguration.get());
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// Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this.
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// Should a "static" object ever be moved, we have to update its AABB manually using
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// DynamicsWorld::updateSingleAabb.
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mCollisionWorld->setForceUpdateAllAabbs(false);
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// Check if a user decided to override a physics system FPS
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if (const char* env = getenv("OPENMW_PHYSICS_FPS"))
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{
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if (const auto physFramerate = Misc::StringUtils::toNumeric<float>(env);
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physFramerate.has_value() && *physFramerate > 0)
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{
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mPhysicsDt = 1.f / *physFramerate;
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Log(Debug::Warning) << "Warning: using custom physics framerate (" << *physFramerate << " FPS).";
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}
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}
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mDebugDrawer = std::make_unique<MWRender::DebugDrawer>(mParentNode, mCollisionWorld.get(), mDebugDrawEnabled);
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mTaskScheduler = std::make_unique<PhysicsTaskScheduler>(mPhysicsDt, mCollisionWorld.get(), mDebugDrawer.get());
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}
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PhysicsSystem::~PhysicsSystem()
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{
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mResourceSystem->removeResourceManager(mShapeManager.get());
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if (mWaterCollisionObject)
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mTaskScheduler->removeCollisionObject(mWaterCollisionObject.get());
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mTaskScheduler->releaseSharedStates();
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mHeightFields.clear();
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mObjects.clear();
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mActors.clear();
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mProjectiles.clear();
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}
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Resource::BulletShapeManager* PhysicsSystem::getShapeManager()
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{
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return mShapeManager.get();
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}
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bool PhysicsSystem::toggleDebugRendering()
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{
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mDebugDrawEnabled = !mDebugDrawEnabled;
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mCollisionWorld->setDebugDrawer(mDebugDrawEnabled ? mDebugDrawer.get() : nullptr);
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mDebugDrawer->setDebugMode(mDebugDrawEnabled);
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return mDebugDrawEnabled;
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}
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void PhysicsSystem::markAsNonSolid(const MWWorld::ConstPtr& ptr)
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{
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ObjectMap::iterator found = mObjects.find(ptr.mRef);
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if (found == mObjects.end())
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return;
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found->second->setSolid(false);
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}
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bool PhysicsSystem::isOnSolidGround(const MWWorld::Ptr& actor) const
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{
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const Actor* physactor = getActor(actor);
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if (!physactor || !physactor->getOnGround() || !physactor->getCollisionMode())
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return false;
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const auto obj = physactor->getStandingOnPtr();
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if (obj.isEmpty())
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return true; // assume standing on terrain (which is a non-object, so not collision tracked)
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ObjectMap::const_iterator foundObj = mObjects.find(obj.mRef);
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if (foundObj == mObjects.end())
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return false;
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if (!foundObj->second->isSolid())
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return false;
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return true;
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}
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RayCastingResult PhysicsSystem::castRay(const osg::Vec3f& from, const osg::Vec3f& to,
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const std::vector<MWWorld::ConstPtr>& ignore, const std::vector<MWWorld::Ptr>& targets, int mask,
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int group) const
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{
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if (from == to)
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{
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RayCastingResult result;
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result.mHit = false;
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return result;
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}
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btVector3 btFrom = Misc::Convert::toBullet(from);
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btVector3 btTo = Misc::Convert::toBullet(to);
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std::vector<const btCollisionObject*> ignoreList;
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std::vector<const btCollisionObject*> targetCollisionObjects;
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for (const auto& ptr : ignore)
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{
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if (!ptr.isEmpty())
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{
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const Actor* actor = getActor(ptr);
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if (actor)
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ignoreList.push_back(actor->getCollisionObject());
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else
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{
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const Object* object = getObject(ptr);
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if (object)
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ignoreList.push_back(object->getCollisionObject());
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}
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}
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}
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if (!targets.empty())
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{
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for (const MWWorld::Ptr& target : targets)
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{
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const Actor* actor = getActor(target);
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if (actor)
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targetCollisionObjects.push_back(actor->getCollisionObject());
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}
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}
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ClosestNotMeRayResultCallback resultCallback(ignoreList, targetCollisionObjects, btFrom, btTo);
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resultCallback.m_collisionFilterGroup = group;
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resultCallback.m_collisionFilterMask = mask;
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mTaskScheduler->rayTest(btFrom, btTo, resultCallback);
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RayCastingResult result;
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result.mHit = resultCallback.hasHit();
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if (resultCallback.hasHit())
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{
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result.mHitPos = Misc::Convert::toOsg(resultCallback.m_hitPointWorld);
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result.mHitNormal = Misc::Convert::toOsg(resultCallback.m_hitNormalWorld);
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if (PtrHolder* ptrHolder = static_cast<PtrHolder*>(resultCallback.m_collisionObject->getUserPointer()))
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result.mHitObject = ptrHolder->getPtr();
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}
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return result;
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}
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RayCastingResult PhysicsSystem::castSphere(
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const osg::Vec3f& from, const osg::Vec3f& to, float radius, int mask, int group) const
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{
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btCollisionWorld::ClosestConvexResultCallback callback(
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Misc::Convert::toBullet(from), Misc::Convert::toBullet(to));
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callback.m_collisionFilterGroup = group;
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callback.m_collisionFilterMask = mask;
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btSphereShape shape(radius);
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const btQuaternion btrot = btQuaternion::getIdentity();
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btTransform from_(btrot, Misc::Convert::toBullet(from));
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btTransform to_(btrot, Misc::Convert::toBullet(to));
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mTaskScheduler->convexSweepTest(&shape, from_, to_, callback);
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RayCastingResult result;
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result.mHit = callback.hasHit();
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if (result.mHit)
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{
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result.mHitPos = Misc::Convert::toOsg(callback.m_hitPointWorld);
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result.mHitNormal = Misc::Convert::toOsg(callback.m_hitNormalWorld);
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if (auto* ptrHolder = static_cast<PtrHolder*>(callback.m_hitCollisionObject->getUserPointer()))
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result.mHitObject = ptrHolder->getPtr();
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}
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return result;
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}
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bool PhysicsSystem::getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const
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{
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if (actor1 == actor2)
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return true;
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const auto it1 = mActors.find(actor1.mRef);
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const auto it2 = mActors.find(actor2.mRef);
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if (it1 == mActors.end() || it2 == mActors.end())
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return false;
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return mTaskScheduler->getLineOfSight(it1->second, it2->second);
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}
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bool PhysicsSystem::isOnGround(const MWWorld::Ptr& actor)
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{
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Actor* physactor = getActor(actor);
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return physactor && physactor->getOnGround() && physactor->getCollisionMode();
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}
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bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr& actor, const float waterlevel)
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{
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const auto* physactor = getActor(actor);
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return physactor && physactor->canMoveToWaterSurface(waterlevel, mCollisionWorld.get());
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}
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osg::Vec3f PhysicsSystem::getHalfExtents(const MWWorld::ConstPtr& actor) const
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{
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const Actor* physactor = getActor(actor);
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if (physactor)
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return physactor->getHalfExtents();
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else
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return osg::Vec3f();
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}
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osg::Vec3f PhysicsSystem::getOriginalHalfExtents(const MWWorld::ConstPtr& actor) const
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{
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if (const Actor* physactor = getActor(actor))
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return physactor->getOriginalHalfExtents();
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else
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return osg::Vec3f();
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}
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osg::Vec3f PhysicsSystem::getRenderingHalfExtents(const MWWorld::ConstPtr& actor) const
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{
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const Actor* physactor = getActor(actor);
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if (physactor)
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return physactor->getRenderingHalfExtents();
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else
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return osg::Vec3f();
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}
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osg::BoundingBox PhysicsSystem::getBoundingBox(const MWWorld::ConstPtr& object) const
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{
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const Object* physobject = getObject(object);
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if (!physobject)
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return osg::BoundingBox();
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btVector3 min, max;
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mTaskScheduler->getAabb(physobject->getCollisionObject(), min, max);
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return osg::BoundingBox(Misc::Convert::toOsg(min), Misc::Convert::toOsg(max));
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}
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osg::Vec3f PhysicsSystem::getCollisionObjectPosition(const MWWorld::ConstPtr& actor) const
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{
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const Actor* physactor = getActor(actor);
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if (physactor)
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return physactor->getCollisionObjectPosition();
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else
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return osg::Vec3f();
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}
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std::vector<ContactPoint> PhysicsSystem::getCollisionsPoints(
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const MWWorld::ConstPtr& ptr, int collisionGroup, int collisionMask) const
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{
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btCollisionObject* me = nullptr;
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auto found = mObjects.find(ptr.mRef);
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if (found != mObjects.end())
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me = found->second->getCollisionObject();
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else
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return {};
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ContactTestResultCallback resultCallback(me);
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resultCallback.m_collisionFilterGroup = collisionGroup;
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resultCallback.m_collisionFilterMask = collisionMask;
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mTaskScheduler->contactTest(me, resultCallback);
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return resultCallback.mResult;
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}
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std::vector<MWWorld::Ptr> PhysicsSystem::getCollisions(
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const MWWorld::ConstPtr& ptr, int collisionGroup, int collisionMask) const
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{
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std::vector<MWWorld::Ptr> actors;
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for (auto& [actor, point, normal] : getCollisionsPoints(ptr, collisionGroup, collisionMask))
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actors.emplace_back(actor);
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return actors;
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}
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osg::Vec3f PhysicsSystem::traceDown(const MWWorld::Ptr& ptr, const osg::Vec3f& position, float maxHeight)
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{
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ActorMap::iterator found = mActors.find(ptr.mRef);
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if (found == mActors.end())
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return ptr.getRefData().getPosition().asVec3();
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return MovementSolver::traceDown(ptr, position, found->second.get(), mCollisionWorld.get(), maxHeight);
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}
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void PhysicsSystem::addHeightField(
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const float* heights, int x, int y, int size, int verts, float minH, float maxH, const osg::Object* holdObject)
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{
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mHeightFields[std::make_pair(x, y)]
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= std::make_unique<HeightField>(heights, x, y, size, verts, minH, maxH, holdObject, mTaskScheduler.get());
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}
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void PhysicsSystem::removeHeightField(int x, int y)
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{
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HeightFieldMap::iterator heightfield = mHeightFields.find(std::make_pair(x, y));
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if (heightfield != mHeightFields.end())
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mHeightFields.erase(heightfield);
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}
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const HeightField* PhysicsSystem::getHeightField(int x, int y) const
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{
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const auto heightField = mHeightFields.find(std::make_pair(x, y));
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if (heightField == mHeightFields.end())
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return nullptr;
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return heightField->second.get();
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}
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void PhysicsSystem::addObject(
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const MWWorld::Ptr& ptr, VFS::Path::NormalizedView mesh, osg::Quat rotation, int collisionType)
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{
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if (ptr.mRef->mData.mPhysicsPostponed)
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return;
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const VFS::Path::Normalized animationMesh = ptr.getClass().useAnim()
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? Misc::ResourceHelpers::correctActorModelPath(mesh, mResourceSystem->getVFS())
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: VFS::Path::Normalized(mesh);
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osg::ref_ptr<Resource::BulletShapeInstance> shapeInstance = mShapeManager->getInstance(animationMesh);
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if (!shapeInstance || !shapeInstance->mCollisionShape)
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return;
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assert(!getObject(ptr));
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// Override collision type based on shape content.
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switch (shapeInstance->mVisualCollisionType)
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{
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case Resource::VisualCollisionType::None:
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break;
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case Resource::VisualCollisionType::Default:
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collisionType = CollisionType_VisualOnly;
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break;
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case Resource::VisualCollisionType::Camera:
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collisionType = CollisionType_CameraOnly;
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break;
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}
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auto obj = std::make_shared<Object>(ptr, shapeInstance, rotation, collisionType, mTaskScheduler.get());
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mObjects.emplace(ptr.mRef, obj);
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if (obj->isAnimated())
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mAnimatedObjects.emplace(obj.get(), false);
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}
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void PhysicsSystem::remove(const MWWorld::Ptr& ptr)
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{
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if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end())
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{
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mAnimatedObjects.erase(foundObject->second.get());
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mObjects.erase(foundObject);
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}
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else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end())
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{
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mActors.erase(foundActor);
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}
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}
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void PhysicsSystem::removeProjectile(const int projectileId)
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{
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ProjectileMap::iterator foundProjectile = mProjectiles.find(projectileId);
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if (foundProjectile != mProjectiles.end())
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mProjectiles.erase(foundProjectile);
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}
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void PhysicsSystem::updatePtr(const MWWorld::Ptr& old, const MWWorld::Ptr& updated)
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{
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if (auto foundObject = mObjects.find(old.mRef); foundObject != mObjects.end())
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foundObject->second->updatePtr(updated);
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else if (auto foundActor = mActors.find(old.mRef); foundActor != mActors.end())
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foundActor->second->updatePtr(updated);
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for (auto& [_, actor] : mActors)
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{
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if (actor->getStandingOnPtr() == old)
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actor->setStandingOnPtr(updated);
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}
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for (auto& [_, projectile] : mProjectiles)
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{
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if (projectile->getCaster() == old)
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projectile->setCaster(updated);
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}
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}
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|
|
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::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, VFS::Path::NormalizedView mesh)
|
|
{
|
|
const VFS::Path::Normalized animationMesh
|
|
= Misc::ResourceHelpers::correctActorModelPath(mesh, mResourceSystem->getVFS());
|
|
osg::ref_ptr<const Resource::BulletShape> shape = mShapeManager->getShape(animationMesh);
|
|
|
|
// Try to get shape from basic model as fallback for creatures
|
|
if (!ptr.getClass().isNpc() && shape && shape->mCollisionBox.mExtents.length2() == 0)
|
|
{
|
|
if (animationMesh != mesh)
|
|
{
|
|
shape = mShapeManager->getShape(mesh);
|
|
}
|
|
}
|
|
|
|
if (!shape)
|
|
return;
|
|
|
|
// check if Actor should spawn above water
|
|
const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects();
|
|
const bool canWaterWalk = effects.getOrDefault(ESM::MagicEffect::WaterWalking).getMagnitude() > 0;
|
|
|
|
auto actor = std::make_shared<Actor>(
|
|
ptr, shape, mTaskScheduler.get(), canWaterWalk, Settings::game().mActorCollisionShapeType);
|
|
|
|
mActors.emplace(ptr.mRef, std::move(actor));
|
|
}
|
|
|
|
int PhysicsSystem::addProjectile(
|
|
const MWWorld::Ptr& caster, const osg::Vec3f& position, VFS::Path::NormalizedView mesh, bool computeRadius)
|
|
{
|
|
osg::ref_ptr<Resource::BulletShapeInstance> shapeInstance = mShapeManager->getInstance(mesh);
|
|
assert(shapeInstance);
|
|
float radius = computeRadius ? shapeInstance->mCollisionBox.mExtents.length() / 2.f : 1.f;
|
|
|
|
mProjectileId++;
|
|
|
|
auto projectile = std::make_shared<Projectile>(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());
|
|
actor->setInertialForce(osg::Vec3f());
|
|
}
|
|
}
|
|
|
|
void PhysicsSystem::prepareSimulation(bool willSimulate, std::vector<Simulation>& simulations)
|
|
{
|
|
assert(simulations.empty());
|
|
simulations.reserve(mActors.size() + mProjectiles.size());
|
|
const MWBase::World* world = MWBase::Environment::get().getWorld();
|
|
for (const auto& [ref, physicActor] : mActors)
|
|
{
|
|
if (!physicActor->isActive())
|
|
continue;
|
|
|
|
auto ptr = physicActor->getPtr();
|
|
if (!ptr.getClass().isMobile(ptr))
|
|
continue;
|
|
float waterlevel = -std::numeric_limits<float>::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.getOrDefault(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::clamp(effects.getOrDefault(ESM::MagicEffect::SlowFall).getMagnitude() * 0.005f, 0.f, 1.f);
|
|
const bool isPlayer = ptr == world->getPlayerConstPtr();
|
|
const bool godmode = isPlayer && world->getGodModeState();
|
|
const bool inert = stats.isDead()
|
|
|| (!godmode && stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Paralyze).getModifier() > 0);
|
|
|
|
simulations.emplace_back(ActorSimulation{
|
|
physicActor, ActorFrameData{ *physicActor, inert, waterCollision, slowFall, waterlevel, isPlayer } });
|
|
|
|
// if the simulation will run, a jump request will be fulfilled. Update mechanics accordingly.
|
|
if (willSimulate)
|
|
handleJump(ptr);
|
|
}
|
|
|
|
for (const auto& [id, projectile] : mProjectiles)
|
|
{
|
|
simulations.emplace_back(ProjectileSimulation{ projectile, ProjectileFrameData{ *projectile } });
|
|
}
|
|
}
|
|
|
|
void PhysicsSystem::stepSimulation(
|
|
float dt, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
|
|
{
|
|
for (auto& [animatedObject, changed] : mAnimatedObjects)
|
|
{
|
|
if (animatedObject->animateCollisionShapes())
|
|
{
|
|
auto obj = mObjects.find(animatedObject->getPtr().mRef);
|
|
assert(obj != mObjects.end());
|
|
mTaskScheduler->updateSingleAabb(obj->second);
|
|
changed = true;
|
|
}
|
|
else
|
|
{
|
|
changed = false;
|
|
}
|
|
}
|
|
for (auto& [_, object] : mObjects)
|
|
object->resetCollisions();
|
|
|
|
#ifndef BT_NO_PROFILE
|
|
CProfileManager::Reset();
|
|
CProfileManager::Increment_Frame_Counter();
|
|
#endif
|
|
|
|
mTimeAccum += dt;
|
|
|
|
if (skipSimulation)
|
|
mTaskScheduler->resetSimulation(mActors);
|
|
else
|
|
{
|
|
std::vector<Simulation>& simulations = mSimulations[mSimulationsCounter++ % mSimulations.size()];
|
|
prepareSimulation(mTimeAccum >= mPhysicsDt, simulations);
|
|
// modifies mTimeAccum
|
|
mTaskScheduler->applyQueuedMovements(mTimeAccum, simulations, frameStart, frameNumber, stats);
|
|
}
|
|
}
|
|
|
|
void PhysicsSystem::moveActors()
|
|
{
|
|
auto* player = getActor(MWMechanics::getPlayer());
|
|
const auto world = MWBase::Environment::get().getWorld();
|
|
|
|
// copy new ptr position in temporary vector. player is handled separately as its movement might change active
|
|
// cell.
|
|
mActorsPositions.clear();
|
|
if (!mActors.empty())
|
|
mActorsPositions.reserve(mActors.size() - 1);
|
|
for (const auto& [ptr, physicActor] : mActors)
|
|
{
|
|
if (physicActor.get() == player)
|
|
continue;
|
|
mActorsPositions.emplace_back(physicActor->getPtr(), physicActor->getSimulationPosition());
|
|
}
|
|
|
|
for (const auto& [ptr, pos] : mActorsPositions)
|
|
world->moveObject(ptr, pos, false, false);
|
|
|
|
if (player != nullptr)
|
|
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<MWWorld::Ptr>& out) const
|
|
{
|
|
for (const auto& [_, actor] : mActors)
|
|
{
|
|
if (actor->getStandingOnPtr() == object)
|
|
out.emplace_back(actor->getPtr());
|
|
}
|
|
}
|
|
|
|
bool PhysicsSystem::isObjectCollidingWith(const MWWorld::ConstPtr& object, ScriptedCollisionType type) const
|
|
{
|
|
auto found = mObjects.find(object.mRef);
|
|
if (found != mObjects.end())
|
|
return found->second->collidedWith(type);
|
|
return false;
|
|
}
|
|
|
|
void PhysicsSystem::getActorsCollidingWith(const MWWorld::ConstPtr& object, std::vector<MWWorld::Ptr>& out) const
|
|
{
|
|
std::vector<MWWorld::Ptr> 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 = std::make_unique<btCollisionObject>();
|
|
mWaterCollisionShape = std::make_unique<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,
|
|
std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors) const
|
|
{
|
|
std::vector<const btCollisionObject*> ignoredObjects;
|
|
ignoredObjects.reserve(ignore.size());
|
|
for (const auto& v : ignore)
|
|
if (const auto it = mActors.find(v.mRef); it != mActors.end())
|
|
ignoredObjects.push_back(it->second->getCollisionObject());
|
|
std::sort(ignoredObjects.begin(), ignoredObjects.end());
|
|
ignoredObjects.erase(std::unique(ignoredObjects.begin(), ignoredObjects.end()), ignoredObjects.end());
|
|
const auto ignoreFilter = [&](const btCollisionObject* v) {
|
|
return std::binary_search(ignoredObjects.begin(), ignoredObjects.end(), v);
|
|
};
|
|
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 = MWPhysics::CollisionType_AnyPhysical;
|
|
if (occupyingActors == nullptr)
|
|
{
|
|
HasSphereCollisionCallback callback(bulletPosition, radius, mask, group, ignoreFilter,
|
|
static_cast<void (*)(const btCollisionObject*)>(nullptr));
|
|
mTaskScheduler->aabbTest(aabbMin, aabbMax, callback);
|
|
return callback.getResult();
|
|
}
|
|
const auto onCollision = [&](const btCollisionObject* object) {
|
|
if (PtrHolder* holder = static_cast<PtrHolder*>(object->getUserPointer()))
|
|
occupyingActors->push_back(holder->getPtr());
|
|
};
|
|
HasSphereCollisionCallback callback(bulletPosition, radius, mask, group, ignoreFilter, &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, bool isPlayer)
|
|
: 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()
|
|
.getESMStore()
|
|
->get<ESM::GameSetting>()
|
|
.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.getCollisionMode())
|
|
, mIsPlayer(isPlayer)
|
|
{
|
|
}
|
|
|
|
ProjectileFrameData::ProjectileFrameData(Projectile& projectile)
|
|
: mPosition(projectile.getPosition())
|
|
, mMovement(projectile.velocity())
|
|
, mCaster(projectile.getCasterCollisionObject())
|
|
, mCollisionObject(projectile.getCollisionObject())
|
|
, mProjectile(&projectile)
|
|
{
|
|
}
|
|
|
|
WorldFrameData::WorldFrameData()
|
|
: mIsInStorm(MWBase::Environment::get().getWorld()->isInStorm())
|
|
, mStormDirection(MWBase::Environment::get().getWorld()->getStormDirection())
|
|
{
|
|
}
|
|
|
|
LOSRequest::LOSRequest(const std::weak_ptr<Actor>& a1, const std::weak_ptr<Actor>& 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;
|
|
}
|
|
}
|