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openmw/apps/openmw/mwphysics/physicssystem.cpp

974 lines
36 KiB
C++

#include "physicssystem.hpp"
#include <LinearMath/btIDebugDraw.h>
#include <LinearMath/btVector3.h>
#include <memory>
#include <osg/Group>
#include <osg/Stats>
#include <osg/Timer>
#include <BulletCollision/CollisionShapes/btConeShape.h>
#include <BulletCollision/CollisionShapes/btSphereShape.h>
#include <BulletCollision/CollisionShapes/btStaticPlaneShape.h>
#include <BulletCollision/CollisionShapes/btCompoundShape.h>
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
#include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
#include <LinearMath/btQuickprof.h>
#include <components/nifbullet/bulletnifloader.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/bulletshapemanager.hpp>
#include <components/debug/debuglog.hpp>
#include <components/esm/loadgmst.hpp>
#include <components/misc/constants.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/sceneutil/unrefqueue.hpp>
#include <components/misc/convert.hpp>
#include <components/nifosg/particle.hpp> // 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 "../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 "constants.hpp"
#include "movementsolver.hpp"
#include "mtphysics.hpp"
namespace MWPhysics
{
PhysicsSystem::PhysicsSystem(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> 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<btDefaultCollisionConfiguration>();
mDispatcher = std::make_unique<btCollisionDispatcher>(mCollisionConfiguration.get());
mBroadphase = std::make_unique<btDbvtBroadphase>();
mCollisionWorld = std::make_shared<btCollisionWorld>(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).";
}
}
mTaskScheduler = std::make_unique<PhysicsTaskScheduler>(mPhysicsDt, mCollisionWorld);
mDebugDrawer = std::make_unique<MWRender::DebugDrawer>(mParentNode, mCollisionWorld.get(), mDebugDrawEnabled);
}
PhysicsSystem::~PhysicsSystem()
{
mResourceSystem->removeResourceManager(mShapeManager.get());
if (mWaterCollisionObject)
mTaskScheduler->removeCollisionObject(mWaterCollisionObject.get());
for (auto& heightField : mHeightFields)
{
mTaskScheduler->removeCollisionObject(heightField.second->getCollisionObject());
delete heightField.second;
}
mObjects.clear();
mActors.clear();
mProjectiles.clear();
}
void PhysicsSystem::setUnrefQueue(SceneUtil::UnrefQueue *unrefQueue)
{
mUnrefQueue = unrefQueue;
}
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);
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);
if (foundObj == mObjects.end())
return false;
if (!foundObj->second->isSolid())
return false;
return true;
}
std::pair<MWWorld::Ptr, osg::Vec3f> PhysicsSystem::getHitContact(const MWWorld::ConstPtr& actor,
const osg::Vec3f &origin,
const osg::Quat &orient,
float queryDistance, std::vector<MWWorld::Ptr>& 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<ESM::GameSetting> &store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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<const btCollisionObject*> 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<PtrHolder*>(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, std::vector<MWWorld::Ptr> targets, int mask, int group, int projId) 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<const btCollisionObject*> 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 (MWWorld::Ptr& target : targets)
{
const Actor* actor = getActor(target);
if (actor)
targetCollisionObjects.push_back(actor->getCollisionObject());
}
}
ClosestNotMeRayResultCallback resultCallback(me, targetCollisionObjects, btFrom, btTo, getProjectile(projId));
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<PtrHolder*>(resultCallback.m_collisionObject->getUserPointer()))
result.mHitObject = ptrHolder->getPtr();
}
return result;
}
RayCastingResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius) const
{
btCollisionWorld::ClosestConvexResultCallback callback(Misc::Convert::toBullet(from), Misc::Convert::toBullet(to));
callback.m_collisionFilterGroup = 0xff;
callback.m_collisionFilterMask = CollisionType_World|CollisionType_HeightMap|CollisionType_Door;
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);
}
return result;
}
bool PhysicsSystem::getLineOfSight(const MWWorld::ConstPtr &actor1, const MWWorld::ConstPtr &actor2) const
{
const auto getWeakPtr = [&](const MWWorld::ConstPtr &ptr) -> std::weak_ptr<Actor>
{
const auto found = mActors.find(ptr);
if (found != mActors.end())
return { found->second };
return {};
};
return mTaskScheduler->getLineOfSight(getWeakPtr(actor1), getWeakPtr(actor2));
}
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)
{
const Actor* physicActor = getActor(actor);
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);
ActorTracer tracer;
tracer.doTrace(physicActor->getCollisionObject(), startingPosition, destinationPosition, mCollisionWorld.get());
return (tracer.mFraction >= 1.0f);
}
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<ContactPoint> PhysicsSystem::getCollisionsPoints(const MWWorld::ConstPtr &ptr, int collisionGroup, int collisionMask) const
{
btCollisionObject* me = nullptr;
auto found = mObjects.find(ptr);
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<MWWorld::Ptr> PhysicsSystem::getCollisions(const MWWorld::ConstPtr &ptr, int collisionGroup, int collisionMask) const
{
std::vector<MWWorld::Ptr> 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);
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, float triSize, float sqrtVerts, float minH, float maxH, const osg::Object* holdObject)
{
HeightField *heightfield = new HeightField(heights, x, y, triSize, sqrtVerts, minH, maxH, holdObject);
mHeightFields[std::make_pair(x,y)] = heightfield;
mTaskScheduler->addCollisionObject(heightfield->getCollisionObject(), CollisionType_HeightMap,
CollisionType_Actor|CollisionType_Projectile);
}
void PhysicsSystem::removeHeightField (int x, int y)
{
HeightFieldMap::iterator heightfield = mHeightFields.find(std::make_pair(x,y));
if(heightfield != mHeightFields.end())
{
mTaskScheduler->removeCollisionObject(heightfield->second->getCollisionObject());
delete heightfield->second;
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;
}
void PhysicsSystem::addObject (const MWWorld::Ptr& ptr, const std::string& mesh, int collisionType)
{
osg::ref_ptr<Resource::BulletShapeInstance> shapeInstance = mShapeManager->getInstance(mesh);
if (!shapeInstance || !shapeInstance->getCollisionShape())
return;
auto obj = std::make_shared<Object>(ptr, shapeInstance, mTaskScheduler.get());
mObjects.emplace(ptr, obj);
if (obj->isAnimated())
mAnimatedObjects.insert(obj.get());
mTaskScheduler->addCollisionObject(obj->getCollisionObject(), collisionType,
CollisionType_Actor|CollisionType_HeightMap|CollisionType_Projectile);
}
void PhysicsSystem::remove(const MWWorld::Ptr &ptr)
{
ObjectMap::iterator found = mObjects.find(ptr);
if (found != mObjects.end())
{
if (mUnrefQueue.get())
mUnrefQueue->push(found->second->getShapeInstance());
mAnimatedObjects.erase(found->second.get());
mObjects.erase(found);
}
ActorMap::iterator foundActor = mActors.find(ptr);
if (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)
{
ObjectMap::iterator found = mObjects.find(old);
if (found != mObjects.end())
{
auto obj = found->second;
obj->updatePtr(updated);
mObjects.erase(found);
mObjects.emplace(updated, std::move(obj));
}
ActorMap::iterator foundActor = mActors.find(old);
if (foundActor != mActors.end())
{
auto actor = foundActor->second;
actor->updatePtr(updated);
mActors.erase(foundActor);
mActors.emplace(updated, std::move(actor));
}
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);
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);
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);
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)
{
ObjectMap::iterator found = mObjects.find(ptr);
if (found != mObjects.end())
{
float scale = ptr.getCellRef().getScale();
found->second->setScale(scale);
mTaskScheduler->updateSingleAabb(found->second);
return;
}
ActorMap::iterator foundActor = mActors.find(ptr);
if (foundActor != mActors.end())
{
foundActor->second->updateScale();
mTaskScheduler->updateSingleAabb(foundActor->second);
return;
}
}
void PhysicsSystem::updateProjectile(const int projectileId, const osg::Vec3f &position)
{
ProjectileMap::iterator foundProjectile = mProjectiles.find(projectileId);
if (foundProjectile != mProjectiles.end())
{
foundProjectile->second->setPosition(position);
mTaskScheduler->updateSingleAabb(foundProjectile->second);
return;
}
}
void PhysicsSystem::updateRotation(const MWWorld::Ptr &ptr)
{
ObjectMap::iterator found = mObjects.find(ptr);
if (found != mObjects.end())
{
found->second->setRotation(Misc::Convert::toBullet(ptr.getRefData().getBaseNode()->getAttitude()));
mTaskScheduler->updateSingleAabb(found->second);
return;
}
ActorMap::iterator foundActor = mActors.find(ptr);
if (foundActor != mActors.end())
{
if (!foundActor->second->isRotationallyInvariant())
{
foundActor->second->updateRotation();
mTaskScheduler->updateSingleAabb(foundActor->second);
}
return;
}
}
void PhysicsSystem::updatePosition(const MWWorld::Ptr &ptr)
{
ObjectMap::iterator found = mObjects.find(ptr);
if (found != mObjects.end())
{
found->second->setOrigin(Misc::Convert::toBullet(ptr.getRefData().getPosition().asVec3()));
mTaskScheduler->updateSingleAabb(found->second);
return;
}
ActorMap::iterator foundActor = mActors.find(ptr);
if (foundActor != mActors.end())
{
foundActor->second->updatePosition();
mTaskScheduler->updateSingleAabb(foundActor->second, true);
return;
}
}
void PhysicsSystem::addActor (const MWWorld::Ptr& ptr, const std::string& mesh)
{
osg::ref_ptr<const Resource::BulletShape> 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;
auto actor = std::make_shared<Actor>(ptr, shape, mTaskScheduler.get());
mActors.emplace(ptr, std::move(actor));
}
int PhysicsSystem::addProjectile (const MWWorld::Ptr& caster, const osg::Vec3f& position)
{
mProjectileId++;
auto projectile = std::make_shared<Projectile>(mProjectileId, caster, position, mTaskScheduler.get(), this);
mProjectiles.emplace(mProjectileId, std::move(projectile));
return mProjectileId;
}
bool PhysicsSystem::toggleCollisionMode()
{
ActorMap::iterator found = mActors.find(MWMechanics::getPlayer());
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)
{
for(auto& movementItem : mMovementQueue)
{
if (movementItem.first == ptr)
{
movementItem.second = velocity;
return;
}
}
mMovementQueue.emplace_back(ptr, velocity);
}
void PhysicsSystem::clearQueuedMovement()
{
mMovementQueue.clear();
}
const std::vector<MWWorld::Ptr>& PhysicsSystem::applyQueuedMovement(float dt, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
{
mTimeAccum += dt;
const int maxAllowedSteps = 20;
int numSteps = mTimeAccum / mPhysicsDt;
numSteps = std::min(numSteps, maxAllowedSteps);
mTimeAccum -= numSteps * mPhysicsDt;
if (skipSimulation)
return mTaskScheduler->resetSimulation(mActors);
return mTaskScheduler->moveActors(numSteps, mTimeAccum, prepareFrameData(numSteps), frameStart, frameNumber, stats);
}
std::vector<ActorFrameData> PhysicsSystem::prepareFrameData(int numSteps)
{
std::vector<ActorFrameData> actorsFrameData;
actorsFrameData.reserve(mMovementQueue.size());
const MWBase::World *world = MWBase::Environment::get().getWorld();
for (const auto& [character, movement] : mMovementQueue)
{
const auto foundActor = mActors.find(character);
if (foundActor == mActors.end()) // actor was already removed from the scene
continue;
auto physicActor = foundActor->second;
float waterlevel = -std::numeric_limits<float>::max();
const MWWorld::CellStore *cell = character.getCell();
if(cell->getCell()->hasWater())
waterlevel = cell->getWaterLevel();
const MWMechanics::MagicEffects& effects = character.getClass().getCreatureStats(character).getMagicEffects();
bool waterCollision = false;
bool moveToWaterSurface = false;
if (cell->getCell()->hasWater() && effects.get(ESM::MagicEffect::WaterWalking).getMagnitude())
{
if (!world->isUnderwater(character.getCell(), osg::Vec3f(character.getRefData().getPosition().asVec3())))
waterCollision = true;
else if (physicActor->getCollisionMode() && canMoveToWaterSurface(character, waterlevel))
{
moveToWaterSurface = true;
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));
// Ue current value only if we don't advance the simulation. Otherwise we might get a stale value.
MWWorld::Ptr standingOn;
if (numSteps == 0)
standingOn = physicActor->getStandingOnPtr();
actorsFrameData.emplace_back(std::move(physicActor), standingOn, moveToWaterSurface, movement, slowFall, waterlevel);
}
mMovementQueue.clear();
return actorsFrameData;
}
void PhysicsSystem::stepSimulation()
{
for (Object* animatedObject : mAnimatedObjects)
if (animatedObject->animateCollisionShapes())
{
auto obj = mObjects.find(animatedObject->getPtr());
assert(obj != mObjects.end());
mTaskScheduler->updateSingleAabb(obj->second);
}
#ifndef BT_NO_PROFILE
CProfileManager::Reset();
CProfileManager::Increment_Frame_Counter();
#endif
}
void PhysicsSystem::updateAnimatedCollisionShape(const MWWorld::Ptr& object)
{
ObjectMap::iterator found = mObjects.find(object);
if (found != mObjects.end())
if (found->second->animateCollisionShapes())
mTaskScheduler->updateSingleAabb(found->second);
}
void PhysicsSystem::debugDraw()
{
if (mDebugDrawEnabled)
mDebugDrawer->step();
}
bool PhysicsSystem::isActorStandingOn(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const
{
const auto physActor = mActors.find(actor);
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::isActorCollidingWith(const MWWorld::Ptr &actor, const MWWorld::ConstPtr &object) const
{
std::vector<MWWorld::Ptr> 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<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.reset(new btCollisionObject());
mWaterCollisionShape.reset(new btStaticPlaneShape(btVector3(0,0,1), mWaterHeight));
mWaterCollisionObject->setCollisionShape(mWaterCollisionShape.get());
mTaskScheduler->addCollisionObject(mWaterCollisionObject.get(), CollisionType_Water,
CollisionType_Actor);
}
bool PhysicsSystem::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore) const
{
btCollisionObject* object = nullptr;
const auto it = mActors.find(ignore);
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;
HasSphereCollisionCallback callback(bulletPosition, radius, object, mask, group);
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 HeightFields", mHeightFields.size());
}
void PhysicsSystem::reportCollision(const btVector3& position, const btVector3& normal)
{
if (mDebugDrawEnabled)
mDebugDrawer->addCollision(position, normal);
}
ActorFrameData::ActorFrameData(const std::shared_ptr<Actor>& actor, const MWWorld::Ptr standingOn,
bool moveToWaterSurface, osg::Vec3f movement, float slowFall, float waterlevel)
: mActor(actor), mActorRaw(actor.get()), mStandingOn(standingOn),
mDidJump(false), mNeedLand(false), mMoveToWaterSurface(moveToWaterSurface),
mWaterlevel(waterlevel), mSlowFall(slowFall), mOldHeight(0), mFallHeight(0), mMovement(movement), mPosition(), mRefpos()
{
const MWBase::World *world = MWBase::Environment::get().getWorld();
const auto ptr = actor->getPtr();
mFlying = world->isFlying(ptr);
mSwimming = world->isSwimming(ptr);
mWantJump = ptr.getClass().getMovementSettings(ptr).mPosition[2] != 0;
auto& stats = ptr.getClass().getCreatureStats(ptr);
const bool godmode = ptr == world->getPlayerConstPtr() && world->getGodModeState();
mFloatToSurface = stats.isDead() || (!godmode && stats.isParalyzed());
mWasOnGround = actor->getOnGround();
}
void ActorFrameData::updatePosition()
{
mActorRaw->updateWorldPosition();
mPosition = mActorRaw->getPosition();
if (mMoveToWaterSurface)
{
mPosition.z() = mWaterlevel;
MWBase::Environment::get().getWorld()->moveObject(mActorRaw->getPtr(), mPosition.x(), mPosition.y(), mPosition.z());
}
mOldHeight = mPosition.z();
mRefpos = mActorRaw->getPtr().getRefData().getPosition();
}
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;
}
}