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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-29 22:20:33 +00:00

Merge branch '9003rd_times_the_charm' into 'master'

Rework again scripted movement. Partially revert and refine !1324

See merge request OpenMW/openmw!1372
This commit is contained in:
psi29a 2023-03-18 09:13:57 +00:00
commit b4a5e8ed19
8 changed files with 31 additions and 32 deletions

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@ -297,7 +297,7 @@ namespace MWBase
= 0;
///< @return an updated Ptr
virtual MWWorld::Ptr moveObjectBy(const MWWorld::Ptr& ptr, const osg::Vec3f& vec) = 0;
virtual MWWorld::Ptr moveObjectBy(const MWWorld::Ptr& ptr, const osg::Vec3f& vec, bool moveToActive) = 0;
///< @return an updated Ptr
virtual void scaleObject(const MWWorld::Ptr& ptr, float scale, bool force = false) = 0;

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@ -185,8 +185,6 @@ namespace MWPhysics
trans.setOrigin(Misc::Convert::toBullet(newPosition));
trans.setRotation(Misc::Convert::toBullet(mRotation));
mCollisionObject->setWorldTransform(trans);
mWorldPositionChanged = false;
}
osg::Vec3f Actor::getCollisionObjectPosition() const
@ -198,14 +196,13 @@ namespace MWPhysics
bool Actor::setPosition(const osg::Vec3f& position)
{
std::scoped_lock lock(mPositionMutex);
const bool worldPositionChanged = mPositionOffset.length2() != 0;
applyOffsetChange();
bool hasChanged = (mPosition.operator!=(position) && !mSkipSimulation) || mWorldPositionChanged;
if (!mSkipSimulation)
{
mPreviousPosition = mPosition;
mPosition = position;
}
return hasChanged;
if (worldPositionChanged || mSkipSimulation)
return true;
mPreviousPosition = mPosition;
mPosition = position;
return mPreviousPosition != mPosition;
}
void Actor::adjustPosition(const osg::Vec3f& offset)
@ -214,15 +211,16 @@ namespace MWPhysics
mPositionOffset += offset;
}
void Actor::applyOffsetChange()
osg::Vec3f Actor::applyOffsetChange()
{
if (mPositionOffset.length() == 0)
return;
mPosition += mPositionOffset;
mPreviousPosition += mPositionOffset;
mSimulationPosition += mPositionOffset;
mPositionOffset = osg::Vec3f();
mWorldPositionChanged = true;
if (mPositionOffset.length2() != 0)
{
mPosition += mPositionOffset;
mPreviousPosition += mPositionOffset;
mSimulationPosition += mPositionOffset;
mPositionOffset = osg::Vec3f();
}
return mPosition;
}
void Actor::setRotation(osg::Quat quat)

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@ -96,7 +96,7 @@ namespace MWPhysics
void adjustPosition(const osg::Vec3f& offset);
// apply position offset. Can't be called during simulation
void applyOffsetChange();
osg::Vec3f applyOffsetChange();
/**
* Returns the half extents of the collision body (scaled according to rendering scale)
@ -176,7 +176,6 @@ namespace MWPhysics
osg::Vec3f mScale;
osg::Vec3f mPositionOffset;
bool mWorldPositionChanged = false;
bool mSkipSimulation = true;
mutable std::mutex mPositionMutex;

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@ -475,6 +475,9 @@ namespace MWPhysics
if (actor.mSkipCollisionDetection) // noclipping/tcl
return;
if (actor.mMovement.length2() == 0) // no AI nor player attempted to move, current position is assumed correct
return;
auto tempPosition = actor.mPosition;
if (actor.mStuckFrames >= 10)

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@ -176,16 +176,15 @@ namespace
return;
auto& [actor, frameDataRef] = *locked;
auto& frameData = frameDataRef.get();
actor->applyOffsetChange();
frameData.mPosition = actor->getPosition();
frameData.mPosition = actor->applyOffsetChange();
if (frameData.mWaterCollision && frameData.mPosition.z() < frameData.mWaterlevel
&& actor->canMoveToWaterSurface(frameData.mWaterlevel, mCollisionWorld))
{
const auto offset = osg::Vec3f(0, 0, frameData.mWaterlevel - frameData.mPosition.z());
MWBase::Environment::get().getWorld()->moveObjectBy(actor->getPtr(), offset);
actor->applyOffsetChange();
frameData.mPosition = actor->getPosition();
MWBase::Environment::get().getWorld()->moveObjectBy(actor->getPtr(), offset, false);
frameData.mPosition = actor->applyOffsetChange();
}
actor->updateCollisionObjectPosition();
frameData.mOldHeight = frameData.mPosition.z();
const auto rotation = actor->getPtr().getRefData().getPosition().asRotationVec3();
frameData.mRotation = osg::Vec2f(rotation.x(), rotation.z());

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@ -35,7 +35,7 @@ namespace MWScript
std::vector<MWWorld::Ptr> actors;
MWBase::Environment::get().getWorld()->getActorsStandingOn(ptr, actors);
for (auto& actor : actors)
MWBase::Environment::get().getWorld()->moveObjectBy(actor, diff);
MWBase::Environment::get().getWorld()->moveObjectBy(actor, diff, false);
}
template <class R>
@ -331,7 +331,7 @@ namespace MWScript
}
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext())
.updatePtr(ptr, MWBase::Environment::get().getWorld()->moveObject(ptr, newPos, true, true));
.updatePtr(ptr, MWBase::Environment::get().getWorld()->moveObjectBy(ptr, newPos - curPos, true));
}
};
@ -753,7 +753,7 @@ namespace MWScript
// This approach can be used to create elevators.
moveStandingActors(ptr, diff);
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext())
.updatePtr(ptr, MWBase::Environment::get().getWorld()->moveObjectBy(ptr, diff));
.updatePtr(ptr, MWBase::Environment::get().getWorld()->moveObjectBy(ptr, diff, false));
}
};
@ -788,7 +788,7 @@ namespace MWScript
// This approach can be used to create elevators.
moveStandingActors(ptr, diff);
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext())
.updatePtr(ptr, MWBase::Environment::get().getWorld()->moveObjectBy(ptr, diff));
.updatePtr(ptr, MWBase::Environment::get().getWorld()->moveObjectBy(ptr, diff, false));
}
};

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@ -1265,14 +1265,14 @@ namespace MWWorld
return moveObject(ptr, cell, position, movePhysics);
}
MWWorld::Ptr World::moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec)
MWWorld::Ptr World::moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec, bool moveToActive)
{
auto* actor = mPhysics->getActor(ptr);
osg::Vec3f newpos = ptr.getRefData().getPosition().asVec3() + vec;
if (actor)
actor->adjustPosition(vec);
if (ptr.getClass().isActor())
return moveObject(ptr, newpos, false, ptr != getPlayerPtr());
return moveObject(ptr, newpos, false, moveToActive && ptr != getPlayerPtr());
return moveObject(ptr, newpos);
}

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@ -378,7 +378,7 @@ namespace MWWorld
bool keepActive = false) override;
///< @return an updated Ptr
MWWorld::Ptr moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec) override;
MWWorld::Ptr moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec, bool moveToActive) override;
///< @return an updated Ptr
void scaleObject(const Ptr& ptr, float scale, bool force = false) override;