mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-26 09:35:28 +00:00
Integrate a new movement solver to handle object movement and collisions
Temporary, and pretty breoken. Needs some serious integration fixes.
This commit is contained in:
parent
91513206a0
commit
1747c1e01a
@ -64,7 +64,7 @@ add_openmw_dir (mwclass
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add_openmw_dir (mwmechanics
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add_openmw_dir (mwmechanics
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mechanicsmanagerimp stat character creaturestats magiceffects movement actors activators
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mechanicsmanagerimp stat character creaturestats magiceffects movement actors activators
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drawstate spells activespells npcstats aipackage aisequence alchemy aiwander aitravel aifollow
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drawstate spells activespells npcstats aipackage aisequence alchemy aiwander aitravel aifollow
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aiescort aiactivate
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aiescort aiactivate movementsolver
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)
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)
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add_openmw_dir (mwbase
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add_openmw_dir (mwbase
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@ -20,6 +20,11 @@ namespace OEngine
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{
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{
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class Fader;
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class Fader;
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}
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}
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namespace Physic
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{
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class PhysicEngine;
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}
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}
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}
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namespace ESM
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namespace ESM
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@ -300,6 +305,8 @@ namespace MWBase
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/// 2 - player is underwater \n
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/// 2 - player is underwater \n
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/// 3 - enemies are nearby (not implemented)
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/// 3 - enemies are nearby (not implemented)
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/// \todo Probably shouldn't be here
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virtual OEngine::Physic::PhysicEngine* getPhysicEngine() const = 0;
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/// \todo Probably shouldn't be here
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/// \todo Probably shouldn't be here
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virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) = 0;
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virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) = 0;
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@ -25,9 +25,13 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/class.hpp"
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#include "movementsolver.hpp"
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namespace MWMechanics
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namespace MWMechanics
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{
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{
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@ -75,6 +79,7 @@ static void getStateInfo(CharacterState state, std::string *group)
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop)
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop)
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: mPtr(ptr), mAnimation(anim), mState(state), mSkipAnim(false)
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: mPtr(ptr), mAnimation(anim), mState(state), mSkipAnim(false)
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{
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{
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mMovementSolver = new MovementSolver(mPtr);
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if(!mAnimation)
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if(!mAnimation)
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return;
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return;
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@ -93,12 +98,18 @@ CharacterController::CharacterController(const CharacterController &rhs)
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, mCurrentGroup(rhs.mCurrentGroup), mState(rhs.mState)
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, mCurrentGroup(rhs.mCurrentGroup), mState(rhs.mState)
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, mSkipAnim(rhs.mSkipAnim)
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, mSkipAnim(rhs.mSkipAnim)
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{
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{
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mMovementSolver = new MovementSolver(mPtr);
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if(!mAnimation)
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if(!mAnimation)
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return;
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return;
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/* We've been copied. Update the animation with the new controller. */
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/* We've been copied. Update the animation with the new controller. */
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mAnimation->setController(this);
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mAnimation->setController(this);
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}
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}
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CharacterController::~CharacterController()
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{
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delete mMovementSolver;
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}
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void CharacterController::markerEvent(float time, const std::string &evt)
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void CharacterController::markerEvent(float time, const std::string &evt)
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{
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{
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@ -160,18 +171,25 @@ Ogre::Vector3 CharacterController::update(float duration)
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setState(CharState_Idle, true);
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setState(CharState_Idle, true);
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}
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}
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// FIXME: The speed should actually be determined by the character's stance
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// (running, sneaking, etc) and stats, rather than the length of the vector.
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float speed = std::max(1.0f, vec.length() / 32.0f);
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if(mAnimation)
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mAnimation->setSpeedMult(speed);
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Ogre::Vector3 movement = Ogre::Vector3::ZERO;
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Ogre::Vector3 movement = Ogre::Vector3::ZERO;
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if(mAnimation && !mSkipAnim)
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if(mAnimation && !mSkipAnim)
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{
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// FIXME: The speed should actually be determined by the character's
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// stance (running, sneaking, etc) and stats
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mAnimation->setSpeedMult(1.0f);
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movement += mAnimation->runAnimation(duration);
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movement += mAnimation->runAnimation(duration);
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}
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mSkipAnim = false;
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mSkipAnim = false;
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return movement;
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if(duration > 0.0f)
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{
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Ogre::Vector3 pos(mPtr.getCellRef().mPos.pos);
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// FIXME: Get the actual radius for the object. Maybe this should go into mwworld to replace pmove?
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Ogre::Vector3 res = mMovementSolver->move(pos, movement, duration, Ogre::Vector3(15,15,30));
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MWBase::Environment::get().getWorld()->moveObject(mPtr, res.x, res.y, res.z);
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}
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return Ogre::Vector3(0.0f);
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}
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}
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@ -13,6 +13,8 @@ namespace MWRender
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namespace MWMechanics
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namespace MWMechanics
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{
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{
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class MovementSolver;
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enum CharacterState {
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enum CharacterState {
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CharState_Idle,
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CharState_Idle,
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CharState_Idle2,
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CharState_Idle2,
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@ -49,6 +51,8 @@ class CharacterController
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CharacterState mState;
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CharacterState mState;
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bool mSkipAnim;
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bool mSkipAnim;
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MovementSolver *mMovementSolver;
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protected:
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protected:
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/* Called by the animation whenever a new text key is reached. */
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/* Called by the animation whenever a new text key is reached. */
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void markerEvent(float time, const std::string &evt);
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void markerEvent(float time, const std::string &evt);
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@ -58,6 +62,7 @@ protected:
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public:
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public:
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CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop);
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CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop);
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CharacterController(const CharacterController &rhs);
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CharacterController(const CharacterController &rhs);
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virtual ~CharacterController();
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Ogre::Vector3 update(float duration);
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Ogre::Vector3 update(float duration);
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154
apps/openmw/mwmechanics/movementsolver.cpp
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154
apps/openmw/mwmechanics/movementsolver.cpp
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@ -0,0 +1,154 @@
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#include "movementsolver.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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namespace MWMechanics
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{
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MovementSolver::MovementSolver(const MWWorld::Ptr &ptr)
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: mPtr(ptr)
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, mEngine(MWBase::Environment::get().getWorld()->getPhysicEngine())
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{
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}
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MovementSolver::~MovementSolver()
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{
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// nothing to do
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}
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void MovementSolver::clipVelocity(const Ogre::Vector3& in, const Ogre::Vector3& normal, Ogre::Vector3& out, const float overbounce)
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{
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//Math stuff. Basically just project the velocity vector onto the plane represented by the normal.
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//More specifically, it projects velocity onto the normal, takes that result, multiplies it by overbounce and then subtracts it from velocity.
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float backoff;
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backoff = in.dotProduct(normal);
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if(backoff < 0.0f)
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backoff *= overbounce;
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else
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backoff /= overbounce;
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out = in - (normal*backoff);
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}
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void MovementSolver::projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction)
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{
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Ogre::Vector3 normalizedDirection(direction);
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normalizedDirection.normalise();
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// no divide by normalizedDirection.length necessary because it's normalized
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velocity = normalizedDirection * velocity.dotProduct(normalizedDirection);
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}
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bool MovementSolver::stepMove(Ogre::Vector3& position, const Ogre::Vector3 &velocity, float remainingTime, float verticalRotation, const Ogre::Vector3 &halfExtents, bool isInterior)
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{
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static const float maxslope = 45.0f;
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traceResults trace; // no initialization needed
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newtrace(&trace, position+Ogre::Vector3(0.0f,0.0f,STEPSIZE),
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position+Ogre::Vector3(0.0f,0.0f,STEPSIZE)+velocity*remainingTime,
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halfExtents, verticalRotation, isInterior, mEngine);
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if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > maxslope))
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return false;
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newtrace(&trace, trace.endpos, trace.endpos-Ogre::Vector3(0,0,STEPSIZE), halfExtents, verticalRotation, isInterior, mEngine);
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if(getSlope(trace.planenormal) < maxslope)
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{
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// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
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position = trace.endpos;
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return true;
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}
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return false;
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}
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float MovementSolver::getSlope(const Ogre::Vector3 &normal)
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{
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return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees();
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}
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Ogre::Vector3 MovementSolver::move(const Ogre::Vector3 &position, const Ogre::Vector3 &movement, float time, const Ogre::Vector3 &halfExtents)
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{
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mPhysicActor = mEngine->getCharacter(mPtr.getRefData().getHandle());
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/* Anything to collide with? */
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if(1 || !mPhysicActor || !mPhysicActor->getCollisionMode())
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return position+movement;
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traceResults trace; //no initialization needed
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int iterations=0, maxIterations=50; //arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
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float maxslope=45;
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Ogre::Vector3 horizontalVelocity = movement/time;
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Ogre::Vector3 velocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity); // we need a copy of the velocity before we start clipping it for steps
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Ogre::Vector3 clippedVelocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity);
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float remainingTime = time;
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bool isInterior = !mPtr.getCell()->isExterior();
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float verticalRotation = mPhysicActor->getRotation().getYaw().valueDegrees();
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Ogre::Vector3 lastNormal(0.0f);
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Ogre::Vector3 currentNormal(0.0f);
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Ogre::Vector3 up(0.0f, 0.0f, 1.0f);
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Ogre::Vector3 newPosition = position;
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newtrace(&trace, position, position+Ogre::Vector3(0,0,-10), halfExtents, verticalRotation, isInterior, mEngine);
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if(trace.fraction < 1.0f)
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{
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if(getSlope(trace.planenormal) > maxslope)
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{
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// if we're on a really steep slope, don't listen to user input
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clippedVelocity.x = clippedVelocity.y = 0.0f;
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}
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else
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{
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// if we're within 10 units of the ground, force velocity to track the ground
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clipVelocity(clippedVelocity, trace.planenormal, clippedVelocity, 1.0f);
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}
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}
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do {
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// trace to where character would go if there were no obstructions
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newtrace(&trace, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, verticalRotation, isInterior, mEngine);
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newPosition = trace.endpos;
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currentNormal = trace.planenormal;
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remainingTime = remainingTime * (1.0f-trace.fraction);
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// check for obstructions
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if(trace.fraction != 1.0f)
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{
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//std::cout<<"angle: "<<getSlope(trace.planenormal)<<"\n";
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if(getSlope(currentNormal) > maxslope || currentNormal == lastNormal)
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{
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if(stepMove(newPosition, velocity, remainingTime, verticalRotation, halfExtents, mEngine))
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std::cout<< "stepped" <<std::endl;
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else
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{
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Ogre::Vector3 resultantDirection = currentNormal.crossProduct(up);
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resultantDirection.normalise();
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clippedVelocity = velocity;
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projectVelocity(clippedVelocity, resultantDirection);
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// just this isn't enough sometimes. It's the same problem that causes steps to be necessary on even uphill terrain.
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clippedVelocity += currentNormal*clippedVelocity.length()/50.0f;
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std::cout<< "clipped velocity: "<<clippedVelocity <<std::endl;
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}
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}
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else
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clipVelocity(clippedVelocity, currentNormal, clippedVelocity, 1.0f);
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}
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lastNormal = currentNormal;
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iterations++;
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} while(iterations < maxIterations && remainingTime != 0.0f);
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verticalVelocity = clippedVelocity.z;
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verticalVelocity -= time*400;
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return newPosition;
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}
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}
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37
apps/openmw/mwmechanics/movementsolver.hpp
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37
apps/openmw/mwmechanics/movementsolver.hpp
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#ifndef GAME_MWMECHANICS_MOVEMENTSOLVER_H
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#define GAME_MWMECHANICS_MOVEMENTSOLVER_H
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#include "libs/openengine/bullet/trace.h"
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#include "libs/openengine/bullet/physic.hpp"
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#include "../mwworld/ptr.hpp"
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#include <cmath>
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namespace MWMechanics
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{
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class MovementSolver
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{
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public:
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MovementSolver(const MWWorld::Ptr &ptr);
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virtual ~MovementSolver();
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Ogre::Vector3 move(const Ogre::Vector3 &position, const Ogre::Vector3 &movement, float time, const Ogre::Vector3 &halfExtents);
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private:
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bool stepMove(Ogre::Vector3& position, const Ogre::Vector3 &velocity, float remainingTime, float verticalRotation, const Ogre::Vector3 &halfExtents, bool isInterior);
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void clipVelocity(const Ogre::Vector3& in, const Ogre::Vector3& normal, Ogre::Vector3& out, const float overbounce);
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void projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction);
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float getSlope(const Ogre::Vector3 &normal);
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MWWorld::Ptr mPtr;
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OEngine::Physic::PhysicEngine *mEngine;
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OEngine::Physic::PhysicActor *mPhysicActor;
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float verticalVelocity;
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};
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}
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#endif /* GAME_MWMECHANICS_MOVEMENTSOLVER_H */
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@ -347,6 +347,10 @@ namespace MWWorld
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/// 2 - player is underwater \n
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/// 2 - player is underwater \n
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/// 3 - enemies are nearby (not implemented)
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/// 3 - enemies are nearby (not implemented)
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/// \todo Probably shouldn't be here
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virtual OEngine::Physic::PhysicEngine* getPhysicEngine() const
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{ return mPhysEngine; }
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/// \todo Probably shouldn't be here
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/// \todo Probably shouldn't be here
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virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);
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virtual MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr);
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