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Use std::variant in the physics simulation for the different types of objects. For now only support only for actors.
This commit is contained in:
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e9f065222c
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@ -12,6 +12,7 @@
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#include "collisiontype.hpp"
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#include "mtphysics.hpp"
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#include "trace.h"
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#include <cmath>
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@ -303,4 +304,15 @@ osg::Vec3f Actor::velocity()
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return std::exchange(mVelocity, osg::Vec3f());
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}
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bool Actor::canMoveToWaterSurface(float waterlevel, const btCollisionWorld* world) const
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{
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const float halfZ = getHalfExtents().z();
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const osg::Vec3f actorPosition = getPosition();
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const osg::Vec3f startingPosition(actorPosition.x(), actorPosition.y(), actorPosition.z() + halfZ);
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const osg::Vec3f destinationPosition(actorPosition.x(), actorPosition.y(), waterlevel + halfZ);
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MWPhysics::ActorTracer tracer;
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tracer.doTrace(getCollisionObject(), startingPosition, destinationPosition, world);
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return (tracer.mFraction >= 1.0f);
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}
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}
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@ -12,6 +12,7 @@
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class btCollisionShape;
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class btCollisionObject;
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class btCollisionWorld;
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class btConvexShape;
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namespace Resource
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@ -165,6 +166,8 @@ namespace MWPhysics
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void setVelocity(osg::Vec3f velocity);
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osg::Vec3f velocity();
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bool canMoveToWaterSurface(float waterlevel, const btCollisionWorld* world) const;
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private:
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MWWorld::Ptr mStandingOnPtr;
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/// Removes then re-adds the collision object to the dynamics world
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@ -116,7 +116,7 @@ namespace MWPhysics
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}
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void MovementSolver::move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld,
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WorldFrameData& worldData)
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const WorldFrameData& worldData)
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{
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// Reset per-frame data
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actor.mWalkingOnWater = false;
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@ -43,7 +43,7 @@ namespace MWPhysics
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{
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public:
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static osg::Vec3f traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight);
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static void move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld, WorldFrameData& worldData);
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static void move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld, const WorldFrameData& worldData);
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static void unstuck(ActorFrameData& actor, const btCollisionWorld* collisionWorld);
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};
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}
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@ -111,6 +111,106 @@ namespace
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return actorData.mPosition * interpolationFactor + actor.getPreviousPosition() * (1.f - interpolationFactor);
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}
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namespace Visitors
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{
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struct InitPosition
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{
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const btCollisionWorld* mCollisionWorld;
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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auto& [actor, frameData] = sim;
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actor->applyOffsetChange();
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frameData.mPosition = actor->getPosition();
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if (frameData.mWaterCollision && frameData.mPosition.z() < frameData.mWaterlevel && actor->canMoveToWaterSurface(frameData.mWaterlevel, mCollisionWorld))
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{
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frameData.mPosition.z() = frameData.mWaterlevel;
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MWBase::Environment::get().getWorld()->moveObject(actor->getPtr(), frameData.mPosition, false);
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}
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frameData.mOldHeight = frameData.mPosition.z();
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const auto rotation = actor->getPtr().getRefData().getPosition().asRotationVec3();
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frameData.mRotation = osg::Vec2f(rotation.x(), rotation.z());
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frameData.mInertia = actor->getInertialForce();
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frameData.mStuckFrames = actor->getStuckFrames();
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frameData.mLastStuckPosition = actor->getLastStuckPosition();
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}
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};
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struct PreStep
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{
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btCollisionWorld* mCollisionWorld;
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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MWPhysics::MovementSolver::unstuck(sim.second, mCollisionWorld);
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}
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};
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struct UpdatePosition
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{
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btCollisionWorld* mCollisionWorld;
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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auto& [actor, frameData] = sim;
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if (actor->setPosition(frameData.mPosition))
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{
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frameData.mPosition = actor->getPosition(); // account for potential position change made by script
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actor->updateCollisionObjectPosition();
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mCollisionWorld->updateSingleAabb(actor->getCollisionObject());
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}
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}
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};
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struct Move
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{
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const float mPhysicsDt;
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const btCollisionWorld* mCollisionWorld;
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const MWPhysics::WorldFrameData& mWorldFrameData;
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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MWPhysics::MovementSolver::move(sim.second, mPhysicsDt, mCollisionWorld, mWorldFrameData);
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}
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};
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struct Sync
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{
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const bool mAdvanceSimulation;
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const float mTimeAccum;
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const float mPhysicsDt;
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const MWPhysics::PhysicsTaskScheduler* scheduler;
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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auto& [actor, frameData] = sim;
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auto ptr = actor->getPtr();
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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const float heightDiff = frameData.mPosition.z() - frameData.mOldHeight;
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const bool isStillOnGround = (mAdvanceSimulation && frameData.mWasOnGround && frameData.mIsOnGround);
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if (isStillOnGround || frameData.mFlying || isUnderWater(frameData) || frameData.mSlowFall < 1)
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stats.land(ptr == MWMechanics::getPlayer() && (frameData.mFlying || isUnderWater(frameData)));
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else if (heightDiff < 0)
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stats.addToFallHeight(-heightDiff);
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actor->setSimulationPosition(::interpolateMovements(*actor, frameData, mTimeAccum, mPhysicsDt));
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actor->setLastStuckPosition(frameData.mLastStuckPosition);
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actor->setStuckFrames(frameData.mStuckFrames);
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if (mAdvanceSimulation)
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{
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MWWorld::Ptr standingOn;
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auto* ptrHolder = static_cast<MWPhysics::PtrHolder*>(scheduler->getUserPointer(frameData.mStandingOn));
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if (ptrHolder)
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standingOn = ptrHolder->getPtr();
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actor->setStandingOnPtr(standingOn);
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// the "on ground" state of an actor might have been updated by a traceDown, don't overwrite the change
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if (actor->getOnGround() == frameData.mWasOnGround)
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actor->setOnGround(frameData.mIsOnGround);
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actor->setOnSlope(frameData.mIsOnSlope);
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actor->setWalkingOnWater(frameData.mWalkingOnWater);
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actor->setInertialForce(frameData.mInertia);
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}
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}
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};
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}
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namespace Config
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{
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/// @return either the number of thread as configured by the user, or 1 if Bullet doesn't support multithreading and user requested more than 1 background threads
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@ -235,13 +335,12 @@ namespace MWPhysics
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return std::make_tuple(numSteps, actualDelta);
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}
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void PhysicsTaskScheduler::applyQueuedMovements(float & timeAccum, std::vector<std::shared_ptr<Actor>>&& actors, std::vector<ActorFrameData>&& actorsData, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
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void PhysicsTaskScheduler::applyQueuedMovements(float & timeAccum, std::vector<Simulation>&& simulations, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
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{
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// This function run in the main thread.
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// While the mSimulationMutex is held, background physics threads can't run.
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MaybeExclusiveLock lock(mSimulationMutex, mNumThreads);
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assert(actors.size() == actorsData.size());
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double timeStart = mTimer->tick();
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@ -259,19 +358,19 @@ namespace MWPhysics
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timeAccum -= numSteps*newDelta;
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// init
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for (size_t i = 0; i < actors.size(); ++i)
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const Visitors::InitPosition vis{mCollisionWorld};
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for (auto& sim : simulations)
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{
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actorsData[i].updatePosition(*actors[i], mCollisionWorld);
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std::visit(vis, sim);
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}
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mPrevStepCount = numSteps;
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mRemainingSteps = numSteps;
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mTimeAccum = timeAccum;
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mPhysicsDt = newDelta;
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mActors = std::move(actors);
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mActorsFrameData = std::move(actorsData);
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mSimulations = std::move(simulations);
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mAdvanceSimulation = (mRemainingSteps != 0);
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mNewFrame = true;
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mNumJobs = mActorsFrameData.size();
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mNumJobs = mSimulations.size();
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mNextLOS.store(0, std::memory_order_relaxed);
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mNextJob.store(0, std::memory_order_release);
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@ -301,8 +400,7 @@ namespace MWPhysics
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MaybeExclusiveLock lock(mSimulationMutex, mNumThreads);
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mBudget.reset(mDefaultPhysicsDt);
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mAsyncBudget.reset(0.0f);
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mActors.clear();
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mActorsFrameData.clear();
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mSimulations.clear();
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for (const auto& [_, actor] : actors)
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{
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actor->updatePosition();
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@ -467,47 +565,11 @@ namespace MWPhysics
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void PhysicsTaskScheduler::updateActorsPositions()
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{
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for (size_t i = 0; i < mActors.size(); ++i)
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const Visitors::UpdatePosition vis{mCollisionWorld};
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for (auto& sim : mSimulations)
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{
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if (mActors[i]->setPosition(mActorsFrameData[i].mPosition))
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{
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MaybeExclusiveLock lock(mCollisionWorldMutex, mNumThreads);
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mActorsFrameData[i].mPosition = mActors[i]->getPosition(); // account for potential position change made by script
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mActors[i]->updateCollisionObjectPosition();
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mCollisionWorld->updateSingleAabb(mActors[i]->getCollisionObject());
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}
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}
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}
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void PhysicsTaskScheduler::updateActor(Actor& actor, ActorFrameData& actorData, bool simulationPerformed, float timeAccum, float dt) const
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{
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auto ptr = actor.getPtr();
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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const float heightDiff = actorData.mPosition.z() - actorData.mOldHeight;
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const bool isStillOnGround = (simulationPerformed && actorData.mWasOnGround && actorData.mIsOnGround);
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if (isStillOnGround || actorData.mFlying || isUnderWater(actorData) || actorData.mSlowFall < 1)
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stats.land(ptr == MWMechanics::getPlayer() && (actorData.mFlying || isUnderWater(actorData)));
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else if (heightDiff < 0)
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stats.addToFallHeight(-heightDiff);
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actor.setSimulationPosition(interpolateMovements(actor, actorData, timeAccum, dt));
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actor.setLastStuckPosition(actorData.mLastStuckPosition);
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actor.setStuckFrames(actorData.mStuckFrames);
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if (simulationPerformed)
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{
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MWWorld::Ptr standingOn;
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auto* ptrHolder = static_cast<MWPhysics::PtrHolder*>(getUserPointer(actorData.mStandingOn));
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if (ptrHolder)
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standingOn = ptrHolder->getPtr();
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actor.setStandingOnPtr(standingOn);
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// the "on ground" state of an actor might have been updated by a traceDown, don't overwrite the change
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if (actor.getOnGround() == actorData.mWasOnGround)
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actor.setOnGround(actorData.mIsOnGround);
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actor.setOnSlope(actorData.mIsOnSlope);
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actor.setWalkingOnWater(actorData.mWalkingOnWater);
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actor.setInertialForce(actorData.mInertia);
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MaybeExclusiveLock lock(mCollisionWorldMutex, mNumThreads);
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std::visit(vis, sim);
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}
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}
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@ -532,10 +594,11 @@ namespace MWPhysics
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{
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mPreStepBarrier->wait([this] { afterPreStep(); });
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int job = 0;
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const Visitors::Move vis{mPhysicsDt, mCollisionWorld, *mWorldFrameData};
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while ((job = mNextJob.fetch_add(1, std::memory_order_relaxed)) < mNumJobs)
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{
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MaybeLock lockColWorld(mCollisionWorldMutex, mNumThreads);
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MovementSolver::move(mActorsFrameData[job], mPhysicsDt, mCollisionWorld, *mWorldFrameData);
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std::visit(vis, mSimulations[job]);
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}
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mPostStepBarrier->wait([this] { afterPostStep(); });
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@ -577,7 +640,7 @@ namespace MWPhysics
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void PhysicsTaskScheduler::releaseSharedStates()
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{
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std::scoped_lock lock(mSimulationMutex, mUpdateAabbMutex);
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mActors.clear();
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mSimulations.clear();
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mUpdateAabb.clear();
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}
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@ -586,10 +649,11 @@ namespace MWPhysics
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updateAabbs();
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if (!mRemainingSteps)
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return;
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for (size_t i = 0; i < mActors.size(); ++i)
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const Visitors::PreStep vis{mCollisionWorld};
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for (auto& sim : mSimulations)
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{
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MaybeExclusiveLock lock(mCollisionWorldMutex, mNumThreads);
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MovementSolver::unstuck(mActorsFrameData[i], mCollisionWorld);
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std::visit(vis, sim);
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}
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}
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@ -618,7 +682,8 @@ namespace MWPhysics
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void PhysicsTaskScheduler::syncWithMainThread()
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{
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for (size_t i = 0; i < mActors.size(); ++i)
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updateActor(*mActors[i], mActorsFrameData[i], mAdvanceSimulation, mTimeAccum, mPhysicsDt);
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const Visitors::Sync vis{mAdvanceSimulation, mTimeAccum, mPhysicsDt, this};
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for (auto& sim : mSimulations)
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std::visit(vis, sim);
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}
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}
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@ -7,6 +7,7 @@
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#include <shared_mutex>
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#include <thread>
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#include <unordered_set>
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#include <variant>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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@ -39,7 +40,7 @@ namespace MWPhysics
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/// @param timeAccum accumulated time from previous run to interpolate movements
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/// @param actorsData per actor data needed to compute new positions
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/// @return new position of each actor
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void applyQueuedMovements(float & timeAccum, std::vector<std::shared_ptr<Actor>>&& actors, std::vector<ActorFrameData>&& actorsData, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats);
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void applyQueuedMovements(float & timeAccum, std::vector<Simulation>&& simulations, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats);
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void resetSimulation(const ActorMap& actors);
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@ -57,14 +58,12 @@ namespace MWPhysics
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bool getLineOfSight(const std::shared_ptr<Actor>& actor1, const std::shared_ptr<Actor>& actor2);
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void debugDraw();
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void* getUserPointer(const btCollisionObject* object) const;
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void releaseSharedStates(); // destroy all objects whose destructor can't be safely called from ~PhysicsTaskScheduler()
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private:
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void doSimulation();
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void worker();
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void updateActorsPositions();
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void updateActor(Actor& actor, ActorFrameData& actorData, bool simulationPerformed, float timeAccum, float dt) const;
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bool hasLineOfSight(const Actor* actor1, const Actor* actor2);
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void refreshLOSCache();
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void updateAabbs();
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@ -77,8 +76,7 @@ namespace MWPhysics
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void syncWithMainThread();
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std::unique_ptr<WorldFrameData> mWorldFrameData;
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std::vector<std::shared_ptr<Actor>> mActors;
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std::vector<ActorFrameData> mActorsFrameData;
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std::vector<Simulation> mSimulations;
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std::unordered_set<const btCollisionObject*> mCollisionObjects;
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float mDefaultPhysicsDt;
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float mPhysicsDt;
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@ -60,19 +60,6 @@
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namespace
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{
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bool canMoveToWaterSurface(const MWPhysics::Actor* physicActor, const float waterlevel, btCollisionWorld* world)
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{
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if (!physicActor)
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return false;
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const float halfZ = physicActor->getHalfExtents().z();
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const osg::Vec3f actorPosition = physicActor->getPosition();
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const osg::Vec3f startingPosition(actorPosition.x(), actorPosition.y(), actorPosition.z() + halfZ);
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const osg::Vec3f destinationPosition(actorPosition.x(), actorPosition.y(), waterlevel + halfZ);
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MWPhysics::ActorTracer tracer;
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tracer.doTrace(physicActor->getCollisionObject(), startingPosition, destinationPosition, world);
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return (tracer.mFraction >= 1.0f);
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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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@ -386,7 +373,8 @@ namespace MWPhysics
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bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel)
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{
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return ::canMoveToWaterSurface(getActor(actor), waterlevel, mCollisionWorld.get());
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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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@ -727,11 +715,10 @@ namespace MWPhysics
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actor->setVelocity(osg::Vec3f());
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}
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std::pair<std::vector<std::shared_ptr<Actor>>, std::vector<ActorFrameData>> PhysicsSystem::prepareFrameData(bool willSimulate)
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std::vector<Simulation> PhysicsSystem::prepareSimulation(bool willSimulate)
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{
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std::pair<std::vector<std::shared_ptr<Actor>>, std::vector<ActorFrameData>> framedata;
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framedata.first.reserve(mActors.size());
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framedata.second.reserve(mActors.size());
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std::vector<Simulation> simulations;
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simulations.reserve(mActors.size());
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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for (const auto& [ref, physicActor] : mActors)
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{
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@ -760,14 +747,13 @@ namespace MWPhysics
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const bool godmode = ptr == world->getPlayerConstPtr() && world->getGodModeState();
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const bool inert = stats.isDead() || (!godmode && stats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getModifier() > 0);
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framedata.first.emplace_back(physicActor);
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framedata.second.emplace_back(*physicActor, inert, waterCollision, slowFall, waterlevel);
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simulations.emplace_back(ActorSimulation{physicActor, ActorFrameData{*physicActor, inert, waterCollision, slowFall, waterlevel}});
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// if the simulation will run, a jump request will be fulfilled. Update mechanics accordingly.
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||||
if (willSimulate)
|
||||
handleJump(ptr);
|
||||
}
|
||||
return framedata;
|
||||
return simulations;
|
||||
}
|
||||
|
||||
void PhysicsSystem::stepSimulation(float dt, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
|
||||
@ -793,9 +779,9 @@ namespace MWPhysics
|
||||
mTaskScheduler->resetSimulation(mActors);
|
||||
else
|
||||
{
|
||||
auto [actors, framedata] = prepareFrameData(mTimeAccum >= mPhysicsDt);
|
||||
auto simulations = prepareSimulation(mTimeAccum >= mPhysicsDt);
|
||||
// modifies mTimeAccum
|
||||
mTaskScheduler->applyQueuedMovements(mTimeAccum, std::move(actors), std::move(framedata), frameStart, frameNumber, stats);
|
||||
mTaskScheduler->applyQueuedMovements(mTimeAccum, std::move(simulations), frameStart, frameNumber, stats);
|
||||
}
|
||||
}
|
||||
|
||||
@ -982,7 +968,7 @@ namespace MWPhysics
|
||||
{
|
||||
actor.applyOffsetChange();
|
||||
mPosition = actor.getPosition();
|
||||
if (mWaterCollision && mPosition.z() < mWaterlevel && canMoveToWaterSurface(&actor, mWaterlevel, world))
|
||||
if (mWaterCollision && mPosition.z() < mWaterlevel && actor.canMoveToWaterSurface(mWaterlevel, world))
|
||||
{
|
||||
mPosition.z() = mWaterlevel;
|
||||
MWBase::Environment::get().getWorld()->moveObject(actor.getPtr(), mPosition, false);
|
||||
|
@ -7,6 +7,7 @@
|
||||
#include <set>
|
||||
#include <unordered_map>
|
||||
#include <algorithm>
|
||||
#include <variant>
|
||||
|
||||
#include <osg/Quat>
|
||||
#include <osg/BoundingBox>
|
||||
@ -107,6 +108,9 @@ namespace MWPhysics
|
||||
osg::Vec3f mStormDirection;
|
||||
};
|
||||
|
||||
using ActorSimulation = std::pair<std::shared_ptr<Actor>, ActorFrameData>;
|
||||
using Simulation = std::variant<ActorSimulation>;
|
||||
|
||||
class PhysicsSystem : public RayCastingInterface
|
||||
{
|
||||
public:
|
||||
@ -253,7 +257,7 @@ namespace MWPhysics
|
||||
|
||||
void updateWater();
|
||||
|
||||
std::pair<std::vector<std::shared_ptr<Actor>>, std::vector<ActorFrameData>> prepareFrameData(bool willSimulate);
|
||||
std::vector<Simulation> prepareSimulation(bool willSimulate);
|
||||
|
||||
std::unique_ptr<btBroadphaseInterface> mBroadphase;
|
||||
std::unique_ptr<btDefaultCollisionConfiguration> mCollisionConfiguration;
|
||||
|
Loading…
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Reference in New Issue
Block a user