Movement solver: performance improvement for the minimum stepping distance check, no need to waste time doing a second stepMove if we did not hit a slope or the step was already large enough to begin with.

coverity_scan^2
scrawl 8 years ago
parent be14ce414e
commit e0afd6d0f7

@ -69,7 +69,14 @@ namespace MWPhysics
return osg::RadiansToDegrees(std::acos(normal * osg::Vec3f(0.f, 0.f, 1.f)));
}
static bool stepMove(const btCollisionObject *colobj, osg::Vec3f &position,
enum StepMoveResult
{
Result_Blocked, // unable to move over obstacle
Result_MaxSlope, // unable to end movement on this slope
Result_Success
};
static StepMoveResult stepMove(const btCollisionObject *colobj, osg::Vec3f &position,
const osg::Vec3f &toMove, float &remainingTime, const btCollisionWorld* collisionWorld)
{
/*
@ -120,7 +127,7 @@ namespace MWPhysics
stepper.doTrace(colobj, position, position+osg::Vec3f(0.0f,0.0f,sStepSizeUp), collisionWorld);
if(stepper.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
return Result_Blocked; // didn't even move the smallest representable amount
// (TODO: shouldn't this be larger? Why bother with such a small amount?)
/*
@ -138,7 +145,7 @@ namespace MWPhysics
*/
tracer.doTrace(colobj, stepper.mEndPos, stepper.mEndPos + toMove, collisionWorld);
if(tracer.mFraction < std::numeric_limits<float>::epsilon())
return false; // didn't even move the smallest representable amount
return Result_Blocked; // didn't even move the smallest representable amount
/*
* Try moving back down sStepSizeDown using stepper.
@ -156,22 +163,22 @@ namespace MWPhysics
* ==============================================
*/
stepper.doTrace(colobj, tracer.mEndPos, tracer.mEndPos-osg::Vec3f(0.0f,0.0f,sStepSizeDown), collisionWorld);
if(stepper.mFraction < 1.0f && getSlope(stepper.mPlaneNormal) <= sMaxSlope)
if (getSlope(stepper.mPlaneNormal) > sMaxSlope)
return Result_MaxSlope;
if(stepper.mFraction < 1.0f)
{
// don't allow stepping up other actors
if (stepper.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor)
return false;
return Result_Blocked;
// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
// TODO: stepper.mPlaneNormal does not appear to be reliable - needs more testing
// NOTE: caller's variables 'position' & 'remainingTime' are modified here
position = stepper.mEndPos;
remainingTime *= (1.0f-tracer.mFraction); // remaining time is proportional to remaining distance
return true;
return Result_Success;
}
// moved between 0 and just under sStepSize distance but slope was too great,
// or moved full sStepSize distance (FIXME: is this a bug?)
return false;
return Result_Blocked;
}
@ -361,14 +368,15 @@ namespace MWPhysics
osg::Vec3f oldPosition = newPosition;
// We hit something. Try to step up onto it. (NOTE: stepMove does not allow stepping over)
// NOTE: stepMove modifies newPosition if successful
bool result = stepMove(colobj, newPosition, velocity*remainingTime, remainingTime, collisionWorld);
if (!result) // to make sure the maximum stepping distance isn't framerate-dependent or movement-speed dependent
const float minStep = 10.f;
StepMoveResult result = stepMove(colobj, newPosition, velocity*remainingTime, remainingTime, collisionWorld);
if (result == Result_MaxSlope && (velocity*remainingTime).length() < minStep) // to make sure the maximum stepping distance isn't framerate-dependent or movement-speed dependent
{
osg::Vec3f normalizedVelocity = velocity;
normalizedVelocity.normalize();
result = stepMove(colobj, newPosition, normalizedVelocity*10.f, remainingTime, collisionWorld);
result = stepMove(colobj, newPosition, normalizedVelocity*minStep, remainingTime, collisionWorld);
}
if(result)
if(result == Result_Success)
{
// don't let pure water creatures move out of water after stepMove
if (ptr.getClass().isPureWaterCreature(ptr)

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