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OpenMW/apps/openmw/mwphysics/actor.hpp

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#ifndef OPENMW_MWPHYSICS_ACTOR_H
#define OPENMW_MWPHYSICS_ACTOR_H
#include <memory>
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
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#include <mutex>
#include "ptrholder.hpp"
#include <components/detournavigator/collisionshapetype.hpp>
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#include <osg/Quat>
#include <osg/Vec3f>
class btCollisionShape;
class btCollisionWorld;
class btConvexShape;
namespace Resource
{
struct BulletShape;
}
namespace MWPhysics
{
class PhysicsTaskScheduler;
class Actor final : public PtrHolder
{
public:
Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler,
bool canWaterWalk, DetourNavigator::CollisionShapeType collisionShapeType);
~Actor() override;
Actor(const Actor&) = delete;
Actor& operator=(const Actor&) = delete;
/**
* Sets the collisionMode for this actor. If disabled, the actor can fly and clip geometry.
*/
void enableCollisionMode(bool collision);
bool getCollisionMode() const { return mInternalCollisionMode; }
btConvexShape* getConvexShape() const { return mConvexShape; }
/**
* Enables or disables the *external* collision body. If disabled, other actors will not collide with this
* actor.
*/
void enableCollisionBody(bool collision);
void updateScale();
void setRotation(osg::Quat quat);
/**
* Return true if the collision shape looks the same no matter how its Z rotated.
*/
bool isRotationallyInvariant() const;
/**
* Used by the physics simulation to store the simulation result. Used in conjunction with mWorldPosition
* to account for e.g. scripted movements
*/
void setSimulationPosition(const osg::Vec3f& position);
void updateCollisionObjectPosition();
/**
* Returns the half extents of the collision body (scaled according to collision scale)
*/
osg::Vec3f getHalfExtents() const;
/**
* Returns the half extents of the collision body (not scaled)
*/
osg::Vec3f getOriginalHalfExtents() const;
/**
* Returns the position of the collision body
* @note The collision shape's origin is in its center, so the position returned can be described as center of
* the actor collision box in world space.
*/
osg::Vec3f getCollisionObjectPosition() const;
/**
* Store the current position into mPreviousPosition, then move to this position.
* Returns true if the new position is different.
*/
bool setPosition(const osg::Vec3f& position);
// force set actor position to be as in Ptr::RefData
void updatePosition();
// register a position offset that will be applied during simulation.
void adjustPosition(const osg::Vec3f& offset);
// apply position offset. Can't be called during simulation
osg::Vec3f applyOffsetChange();
/**
* Returns the half extents of the collision body (scaled according to rendering scale)
* @note The reason we need this extra method is because of an inconsistency in MW - NPC race scales aren't
* applied to the collision shape, most likely to make environment collision testing easier. However in some
* cases (swimming level) we want the actual scale.
*/
osg::Vec3f getRenderingHalfExtents() const;
/**
* Sets the current amount of inertial force (incl. gravity) affecting this physic actor
*/
void setInertialForce(const osg::Vec3f& force);
/**
* Gets the current amount of inertial force (incl. gravity) affecting this physic actor
*/
const osg::Vec3f& getInertialForce() const { return mForce; }
void setOnGround(bool grounded);
bool getOnGround() const { return mOnGround; }
void setOnSlope(bool slope);
bool getOnSlope() const { return mOnSlope; }
/// Sets whether this actor should be able to collide with the water surface
void setCanWaterWalk(bool waterWalk);
/// Sets whether this actor has been walking on the water surface in the last frame
void setWalkingOnWater(bool walkingOnWater);
bool isWalkingOnWater() const;
MWWorld::Ptr getStandingOnPtr() const;
void setStandingOnPtr(const MWWorld::Ptr& ptr);
unsigned int getStuckFrames() const { return mStuckFrames; }
void setStuckFrames(unsigned int frames) { mStuckFrames = frames; }
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const osg::Vec3f& getLastStuckPosition() const { return mLastStuckPosition; }
void setLastStuckPosition(osg::Vec3f position) { mLastStuckPosition = position; }
bool canMoveToWaterSurface(float waterlevel, const btCollisionWorld* world) const;
bool isActive() const { return mActive; }
void setActive(bool value) { mActive = value; }
DetourNavigator::CollisionShapeType getCollisionShapeType() const { return mCollisionShapeType; }
private:
MWWorld::Ptr mStandingOnPtr;
/// Removes then re-adds the collision object to the dynamics world
void updateCollisionMask();
void addCollisionMask(int collisionMask);
int getCollisionMask() const;
/// Returns the mesh translation, scaled and rotated as necessary
osg::Vec3f getScaledMeshTranslation() const;
bool mCanWaterWalk;
bool mWalkingOnWater;
bool mRotationallyInvariant;
DetourNavigator::CollisionShapeType mCollisionShapeType;
std::unique_ptr<btCollisionShape> mShape;
btConvexShape* mConvexShape;
osg::Vec3f mMeshTranslation;
osg::Vec3f mOriginalHalfExtents;
osg::Vec3f mHalfExtents;
osg::Vec3f mRenderingHalfExtents;
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osg::Quat mRotation;
osg::Vec3f mScale;
osg::Vec3f mPositionOffset;
bool mSkipSimulation = true;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
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mutable std::mutex mPositionMutex;
unsigned int mStuckFrames;
osg::Vec3f mLastStuckPosition;
osg::Vec3f mForce;
bool mOnGround;
bool mOnSlope;
bool mInternalCollisionMode;
bool mExternalCollisionMode;
bool mActive;
Process movement queue in one or several background threads Before movement calculation, the main thread prepare a vector of ActorFrameData, which contains all data necessary to perform the simulation, and feed it to the solver. At the same time it fetches the result from the previous background simulation, which in turn is used by the game mechanics. Other functions of the physics system (weapon hit for instance) interrupt the background simulation, with some exceptions described below. The number of threads is controlled by the numeric setting [Physics] async num threads In case 'async num threads' > 1 and Bullet doesn't support multiple threads, 1 async thread will be used. 0 means synchronous solver. Additional settings (will be silently switched off if async num threads = 0) [Physics] defer aabb update Update AABBs of actors and objects in the background thread(s). It is not an especially costly operation, but it needs exclusive access to the collision world, which blocks other operations. Since AABB needs to be updated for collision detection, one can queue them to defer update before start of the movement solver. Extensive tests on as much as one installation (mine) show no drawback having that switched on. [Physics] lineofsight keep inactive cache Control for how long (how many frames) the line of sight (LOS) request will be kept updated. When a request for LOS is made for the first time, the background threads are stopped to service it. From now on, the LOS will be refreshed preemptively as part of the background routine until it is not required for lineofsight keep inactive cache frames. This mean that subsequent request will not interrupt the background computation.
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PhysicsTaskScheduler* mTaskScheduler;
inline void updateScaleUnsafe();
inline void updateCollisionObjectPositionUnsafe();
};
}
#endif