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https://gitlab.com/OpenMW/openmw.git
synced 2025-01-30 03:32:36 +00:00
Dejank movement solver vs animation movement accumulation
This commit is contained in:
parent
102d2c4b43
commit
cedc5289d7
@ -295,7 +295,7 @@ namespace MWBase
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/// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is
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/// obstructed).
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virtual void queueMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity) = 0;
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virtual void queueMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration) = 0;
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///< Queues movement for \a ptr (in local space), to be applied in the next call to
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/// doPhysics.
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@ -2420,7 +2420,7 @@ namespace MWMechanics
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}
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if (!isMovementAnimationControlled() && !isScriptedAnimPlaying())
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world->queueMovement(mPtr, vec);
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world->queueMovement(mPtr, vec, duration);
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}
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movement = vec;
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@ -2493,7 +2493,7 @@ namespace MWMechanics
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}
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// Update movement
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world->queueMovement(mPtr, movement);
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world->queueMovement(mPtr, movement, duration);
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}
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mSkipAnim = false;
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@ -170,6 +170,8 @@ namespace MWPhysics
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}
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// Now that we have the effective movement vector, apply wind forces to it
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// TODO: This will cause instability in idle animations and other in-place animations. Should include a flag for
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// this when queueing up movement
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if (worldData.mIsInStorm && velocity.length() > 0)
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{
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osg::Vec3f stormDirection = worldData.mStormDirection;
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@ -25,6 +25,7 @@
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#include "../mwrender/bulletdebugdraw.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/datetimemanager.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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@ -35,6 +36,7 @@
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#include "object.hpp"
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#include "physicssystem.hpp"
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#include "projectile.hpp"
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#include "ptrholder.hpp"
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namespace MWPhysics
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{
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@ -195,6 +197,51 @@ namespace
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void operator()(MWPhysics::ProjectileSimulation& /*sim*/) const {}
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};
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struct InitMovement
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{
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float mSteps = 1.f;
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float mDelta = 0.f;
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float mSimulationTime = 0.f;
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// Returns how the actor or projectile wants to move between startTime and endTime
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osg::Vec3f takeMovement(MWPhysics::PtrHolder& actor, float startTime, float endTime) const
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{
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osg::Vec3f movement = osg::Vec3f();
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auto it = actor.movement().begin();
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while (it != actor.movement().end())
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{
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float start = std::max(it->simulationTimeStart, startTime);
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float stop = std::min(it->simulationTimeStop, endTime);
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movement += it->velocity * (stop - start);
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if (std::abs(stop - it->simulationTimeStop) < 0.0001f)
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it = actor.movement().erase(it);
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else
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it++;
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}
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return movement;
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}
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void operator()(auto& sim) const
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{
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if (mSteps == 0 || mDelta < 0.00001f)
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return;
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auto locked = sim.lock();
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if (!locked.has_value())
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return;
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auto& [ptrHolder, frameDataRef] = *locked;
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// Because takeMovement() returns movement instead of velocity, convert it back to velocity for the
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// movement solver
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osg::Vec3f velocity
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= takeMovement(*ptrHolder, mSimulationTime, mSimulationTime + mDelta * mSteps) / (mSteps * mDelta);
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frameDataRef.get().mMovement += velocity;
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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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@ -501,18 +548,18 @@ 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<Simulation>& simulations,
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osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
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void PhysicsTaskScheduler::applyQueuedMovements(float& timeAccum, float simulationTime,
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std::vector<Simulation>& simulations, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
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{
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assert(mSimulations != &simulations);
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waitForWorkers();
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prepareWork(timeAccum, simulations, frameStart, frameNumber, stats);
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prepareWork(timeAccum, simulationTime, simulations, frameStart, frameNumber, stats);
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if (mWorkersSync != nullptr)
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mWorkersSync->wakeUpWorkers();
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}
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void PhysicsTaskScheduler::prepareWork(float& timeAccum, std::vector<Simulation>& simulations,
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void PhysicsTaskScheduler::prepareWork(float& timeAccum, float simulationTime, std::vector<Simulation>& simulations,
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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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@ -522,6 +569,9 @@ namespace MWPhysics
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double timeStart = mTimer->tick();
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// The simulation time when the movement solving begins.
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float simulationTimeStart = simulationTime - timeAccum;
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// start by finishing previous background computation
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if (mNumThreads != 0)
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{
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@ -536,10 +586,15 @@ namespace MWPhysics
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timeAccum -= numSteps * newDelta;
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// init
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const Visitors::InitPosition vis{ mCollisionWorld };
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const Visitors::InitPosition initPositionVisitor{ mCollisionWorld };
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for (auto& sim : simulations)
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{
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std::visit(vis, sim);
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std::visit(initPositionVisitor, sim);
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}
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const Visitors::InitMovement initMovementVisitor{ numSteps, newDelta, simulationTimeStart };
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for (auto& sim : simulations)
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{
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std::visit(initMovementVisitor, sim);
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}
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mPrevStepCount = numSteps;
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mRemainingSteps = numSteps;
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@ -552,10 +607,11 @@ namespace MWPhysics
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mNextJob.store(0, std::memory_order_release);
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if (mAdvanceSimulation)
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{
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mNextJobSimTime = simulationTimeStart + (numSteps * newDelta);
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mWorldFrameData = std::make_unique<WorldFrameData>();
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if (mAdvanceSimulation)
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mBudgetCursor += 1;
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}
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if (mNumThreads == 0)
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{
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@ -756,6 +812,7 @@ namespace MWPhysics
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mLockingPolicy };
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for (Simulation& sim : *mSimulations)
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std::visit(vis, sim);
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mCurrentJobSimTime += mPhysicsDt;
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}
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bool PhysicsTaskScheduler::hasLineOfSight(const Actor* actor1, const Actor* actor2)
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@ -864,6 +921,10 @@ namespace MWPhysics
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std::remove_if(mLOSCache.begin(), mLOSCache.end(), [](const LOSRequest& req) { return req.mStale; }),
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mLOSCache.end());
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}
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// On paper, mCurrentJobSimTime should have added up to mNextJobSimTime already
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// But to avoid accumulating floating point errors, assign this anyway.
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mCurrentJobSimTime = mNextJobSimTime;
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mTimeEnd = mTimer->tick();
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if (mWorkersSync != nullptr)
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mWorkersSync->workIsDone();
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@ -878,6 +939,9 @@ namespace MWPhysics
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std::visit(vis, sim);
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mSimulations->clear();
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mSimulations = nullptr;
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const float interpolationFactor = std::clamp(mTimeAccum / mPhysicsDt, 0.0f, 1.0f);
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MWBase::Environment::get().getWorld()->getTimeManager()->setPhysicsSimulationTime(
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mCurrentJobSimTime - mPhysicsDt * (1.f - interpolationFactor));
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}
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// Attempt to acquire unique lock on mSimulationMutex while not all worker
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@ -46,7 +46,7 @@ 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<Simulation>& simulations, osg::Timer_t frameStart,
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void applyQueuedMovements(float& timeAccum, float simulationTime, std::vector<Simulation>& simulations, osg::Timer_t frameStart,
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unsigned int frameNumber, osg::Stats& stats);
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void resetSimulation(const ActorMap& actors);
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@ -87,7 +87,7 @@ namespace MWPhysics
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void afterPostSim();
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void syncWithMainThread();
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void waitForWorkers();
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void prepareWork(float& timeAccum, std::vector<Simulation>& simulations, osg::Timer_t frameStart,
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void prepareWork(float& timeAccum, float simulationTime, std::vector<Simulation>& simulations, osg::Timer_t frameStart,
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unsigned int frameNumber, osg::Stats& stats);
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std::unique_ptr<WorldFrameData> mWorldFrameData;
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@ -96,6 +96,9 @@ namespace MWPhysics
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float mDefaultPhysicsDt;
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float mPhysicsDt;
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float mTimeAccum;
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float mNextJobSimTime = 0.f;
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float mCurrentJobSimTime = 0.f;
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float mPreviousJobSimTime = 0.f;
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btCollisionWorld* mCollisionWorld;
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MWRender::DebugDrawer* mDebugDrawer;
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std::vector<LOSRequest> mLOSCache;
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@ -43,6 +43,7 @@
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#include "../mwrender/bulletdebugdraw.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/datetimemanager.hpp"
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#include "actor.hpp"
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#include "collisiontype.hpp"
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@ -623,18 +624,19 @@ namespace MWPhysics
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return false;
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}
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void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity)
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void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration)
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{
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float start = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime();
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ActorMap::iterator found = mActors.find(ptr.mRef);
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if (found != mActors.end())
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found->second->setVelocity(velocity);
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found->second->queueMovement(velocity, start, start + duration);
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}
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void PhysicsSystem::clearQueuedMovement()
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{
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for (const auto& [_, actor] : mActors)
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{
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actor->setVelocity(osg::Vec3f());
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actor->clearMovement();
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actor->setInertialForce(osg::Vec3f());
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}
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}
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@ -722,8 +724,10 @@ namespace MWPhysics
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{
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std::vector<Simulation>& simulations = mSimulations[mSimulationsCounter++ % mSimulations.size()];
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prepareSimulation(mTimeAccum >= mPhysicsDt, simulations);
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float simulationTime = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime() + dt;
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// modifies mTimeAccum
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mTaskScheduler->applyQueuedMovements(mTimeAccum, simulations, frameStart, frameNumber, stats);
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mTaskScheduler->applyQueuedMovements(
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mTimeAccum, simulationTime, simulations, frameStart, frameNumber, stats);
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}
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}
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@ -907,7 +911,7 @@ namespace MWPhysics
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->mValue.getFloat()))
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, mSlowFall(slowFall)
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, mRotation()
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, mMovement(actor.velocity())
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, mMovement()
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, mWaterlevel(waterlevel)
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, mHalfExtentsZ(actor.getHalfExtents().z())
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, mOldHeight(0)
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@ -922,7 +926,7 @@ namespace MWPhysics
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ProjectileFrameData::ProjectileFrameData(Projectile& projectile)
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: mPosition(projectile.getPosition())
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, mMovement(projectile.velocity())
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, mMovement()
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, mCaster(projectile.getCasterCollisionObject())
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, mCollisionObject(projectile.getCollisionObject())
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, mProjectile(&projectile)
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@ -245,7 +245,7 @@ namespace MWPhysics
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/// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will
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/// be overwritten. Valid until the next call to stepSimulation
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void queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity);
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void queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration);
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/// Clear the queued movements list without applying.
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void clearQueuedMovement();
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@ -4,6 +4,7 @@
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#include <memory>
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#include <mutex>
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#include <utility>
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#include <deque>
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#include <osg/Vec3d>
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@ -13,6 +14,13 @@
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namespace MWPhysics
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{
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struct Movement
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{
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osg::Vec3f velocity = osg::Vec3f();
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float simulationTimeStart = 0.f; // The time at which this movement begun
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float simulationTimeStop = 0.f; // The time at which this movement finished
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};
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class PtrHolder
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{
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public:
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@ -32,9 +40,10 @@ namespace MWPhysics
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btCollisionObject* getCollisionObject() const { return mCollisionObject.get(); }
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void setVelocity(osg::Vec3f velocity) { mVelocity = velocity; }
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void clearMovement() { mMovement = { }; }
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void queueMovement(osg::Vec3f velocity, float simulationTimeStart, float simulationTimeStop) { mMovement.push_back(Movement{ velocity, simulationTimeStart, simulationTimeStop }); }
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osg::Vec3f velocity() { return std::exchange(mVelocity, osg::Vec3f()); }
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std::deque<Movement>& movement() { return mMovement; }
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void setSimulationPosition(const osg::Vec3f& position) { mSimulationPosition = position; }
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@ -53,7 +62,7 @@ namespace MWPhysics
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protected:
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MWWorld::Ptr mPtr;
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std::unique_ptr<btCollisionObject> mCollisionObject;
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osg::Vec3f mVelocity;
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std::deque<Movement> mMovement;
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osg::Vec3f mSimulationPosition;
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osg::Vec3d mPosition;
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osg::Vec3d mPreviousPosition;
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@ -50,6 +50,7 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/datetimemanager.hpp"
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#include "../mwmechanics/character.hpp" // FIXME: for MWMechanics::Priority
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@ -489,12 +490,21 @@ namespace MWRender
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class ResetAccumRootCallback : public SceneUtil::NodeCallback<ResetAccumRootCallback, osg::MatrixTransform*>
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{
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struct AccumulatedMovement
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{
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osg::Vec3f mMovement = osg::Vec3f();
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float mSimStartTime = 0.f;
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float mSimStopTime = 0.f;
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};
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public:
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void operator()(osg::MatrixTransform* transform, osg::NodeVisitor* nv)
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{
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osg::Matrix mat = transform->getMatrix();
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osg::Vec3f position = mat.getTrans();
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position = osg::componentMultiply(mResetAxes, position);
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// Add back the offset that the movement solver has not consumed yet
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position += computeRemainder();
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mat.setTrans(position);
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transform->setMatrix(mat);
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@ -509,7 +519,35 @@ namespace MWRender
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mResetAxes.z() = accumulate.z() != 0.f ? 0.f : 1.f;
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}
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void accumulate(const osg::Vec3f& movement, float dt)
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{
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if (dt < 0.00001f)
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return;
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float simTime = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime();
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mMovement.emplace_back(AccumulatedMovement{ movement, simTime, simTime + dt });
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}
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const osg::Vec3f computeRemainder()
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{
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float physSimTime = MWBase::Environment::get().getWorld()->getTimeManager()->getPhysicsSimulationTime();
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// Start by erasing all movement that has been fully consumed by the physics code
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std::erase_if(mMovement,
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[physSimTime](const AccumulatedMovement& movement) { return movement.mSimStopTime <= physSimTime; });
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// Accumulate all the movement that hasn't been consumed.
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osg::Vec3f movement;
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for (const auto& m : mMovement)
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{
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float startTime = std::max(physSimTime, m.mSimStartTime);
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float fraction = (m.mSimStopTime - startTime) / (m.mSimStopTime - m.mSimStartTime);
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movement += m.mMovement * fraction;
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}
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return movement;
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}
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private:
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std::deque<AccumulatedMovement> mMovement;
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osg::Vec3f mResetAxes;
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};
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@ -1129,11 +1167,27 @@ namespace MWRender
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return velocity;
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}
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void Animation::updatePosition(float oldtime, float newtime, osg::Vec3f& position)
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void Animation::updatePosition(float oldtime, float newtime, osg::Vec3f& position, bool hasMovement)
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{
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// Get the difference from the last update, and move the position
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osg::Vec3f off = osg::componentMultiply(mAccumCtrl->getTranslation(newtime), mAccumulate);
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position += off - osg::componentMultiply(mAccumCtrl->getTranslation(oldtime), mAccumulate);
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osg::Vec3f offset = osg::componentMultiply(mAccumCtrl->getTranslation(newtime), mAccumulate);
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if (!hasMovement)
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{
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// When animations have no velocity, the character should have zero net movement through a complete loop or
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// animation sequence. Although any subsequence of the animation may move. This works because each sequence
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// starts and stops with Bip01 at the same position, totaling 0 movement. This allows us to accurately move
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// the character by just moving it from the position Bip01 was last frame to where it is this frame, without
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// needing to accumulate anything in-between.
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position += offset - mPreviousPosition;
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mPreviousPosition = offset;
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}
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else
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{
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// When animations have velocity, net movement is expected. The above block would negate that movement every time
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// the animation resets. Therefore we have to accumulate from oldtime to newtime instead, which works because
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// oldtime < newtime is a guarantee even when the animation has looped.
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position += offset - osg::componentMultiply(mAccumCtrl->getTranslation(oldtime), mAccumulate);
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}
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}
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osg::Vec3f Animation::runAnimation(float duration)
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@ -1151,6 +1205,7 @@ namespace MWRender
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const SceneUtil::TextKeyMap& textkeys = state.mSource->getTextKeys();
|
||||
auto textkey = textkeys.upperBound(state.getTime());
|
||||
bool hasMovement = getVelocity(stateiter->first) > 0.001f;
|
||||
|
||||
float timepassed = duration * state.mSpeedMult;
|
||||
while (state.mPlaying)
|
||||
@ -1161,13 +1216,13 @@ namespace MWRender
|
||||
if (textkey == textkeys.end() || textkey->first > targetTime)
|
||||
{
|
||||
if (mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
|
||||
updatePosition(state.getTime(), targetTime, movement);
|
||||
updatePosition(state.getTime(), targetTime, movement, hasMovement);
|
||||
state.setTime(std::min(targetTime, state.mStopTime));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
|
||||
updatePosition(state.getTime(), textkey->first, movement);
|
||||
updatePosition(state.getTime(), textkey->first, movement, hasMovement);
|
||||
state.setTime(textkey->first);
|
||||
}
|
||||
|
||||
@ -1249,6 +1304,9 @@ namespace MWRender
|
||||
osg::Quat(mHeadPitchRadians, osg::Vec3f(1, 0, 0)) * osg::Quat(yaw, osg::Vec3f(0, 0, 1)));
|
||||
}
|
||||
|
||||
|
||||
if (mResetAccumRootCallback)
|
||||
mResetAccumRootCallback->accumulate(movement, duration);
|
||||
return movement;
|
||||
}
|
||||
|
||||
|
@ -276,6 +276,7 @@ namespace MWRender
|
||||
float mUpperBodyYawRadians;
|
||||
float mLegsYawRadians;
|
||||
float mBodyPitchRadians;
|
||||
osg::Vec3f mPreviousPosition;
|
||||
|
||||
osg::ref_ptr<RotateController> addRotateController(std::string_view bone);
|
||||
|
||||
@ -304,7 +305,7 @@ namespace MWRender
|
||||
|
||||
/* Updates the position of the accum root node for the given time, and
|
||||
* returns the wanted movement vector from the previous time. */
|
||||
void updatePosition(float oldtime, float newtime, osg::Vec3f& position);
|
||||
void updatePosition(float oldtime, float newtime, osg::Vec3f& position, bool hasMovement);
|
||||
|
||||
/* Resets the animation to the time of the specified start marker, without
|
||||
* moving anything, and set the end time to the specified stop marker. If
|
||||
|
@ -29,6 +29,10 @@ namespace MWWorld
|
||||
float getGameTimeScale() const { return mGameTimeScale; }
|
||||
void setGameTimeScale(float scale); // game time to simulation time ratio
|
||||
|
||||
// Physics simulation time
|
||||
double getPhysicsSimulationTime() const { return mPhysicsSimulationTime; }
|
||||
void setPhysicsSimulationTime(double t) { mPhysicsSimulationTime = t; }
|
||||
|
||||
// Rendering simulation time (summary simulation time of rendering frames since application start).
|
||||
double getRenderingSimulationTime() const { return mRenderingSimulationTime; }
|
||||
void setRenderingSimulationTime(double t) { mRenderingSimulationTime = t; }
|
||||
@ -70,6 +74,7 @@ namespace MWWorld
|
||||
float mSimulationTimeScale = 1.0;
|
||||
double mRenderingSimulationTime = 0.0;
|
||||
double mSimulationTime = 0.0;
|
||||
double mPhysicsSimulationTime = 0.0;
|
||||
bool mPaused = false;
|
||||
std::set<std::string, std::less<>> mPausedTags;
|
||||
};
|
||||
|
@ -33,6 +33,7 @@
|
||||
#include "../mwworld/esmstore.hpp"
|
||||
#include "../mwworld/inventorystore.hpp"
|
||||
#include "../mwworld/manualref.hpp"
|
||||
#include "../mwworld/datetimemanager.hpp"
|
||||
|
||||
#include "../mwbase/environment.hpp"
|
||||
#include "../mwbase/soundmanager.hpp"
|
||||
@ -457,7 +458,8 @@ namespace MWWorld
|
||||
}
|
||||
osg::Vec3f direction = orient * osg::Vec3f(0, 1, 0);
|
||||
direction.normalize();
|
||||
projectile->setVelocity(direction * speed);
|
||||
float start = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime();
|
||||
projectile->queueMovement(direction * speed, start, start + duration);
|
||||
|
||||
update(magicBoltState, duration);
|
||||
|
||||
@ -485,7 +487,8 @@ namespace MWWorld
|
||||
projectileState.mVelocity
|
||||
-= osg::Vec3f(0, 0, Constants::GravityConst * Constants::UnitsPerMeter * 0.1f) * duration;
|
||||
|
||||
projectile->setVelocity(projectileState.mVelocity);
|
||||
float start = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime();
|
||||
projectile->queueMovement(projectileState.mVelocity, start, start + duration);
|
||||
|
||||
// rotation does not work well for throwing projectiles - their roll angle will depend on shooting
|
||||
// direction.
|
||||
|
@ -1448,9 +1448,9 @@ namespace MWWorld
|
||||
return placed;
|
||||
}
|
||||
|
||||
void World::queueMovement(const Ptr& ptr, const osg::Vec3f& velocity)
|
||||
void World::queueMovement(const Ptr& ptr, const osg::Vec3f& velocity, float duration)
|
||||
{
|
||||
mPhysics->queueObjectMovement(ptr, velocity);
|
||||
mPhysics->queueObjectMovement(ptr, velocity, duration);
|
||||
}
|
||||
|
||||
void World::updateAnimatedCollisionShape(const Ptr& ptr)
|
||||
|
@ -383,7 +383,7 @@ namespace MWWorld
|
||||
|
||||
float getMaxActivationDistance() const override;
|
||||
|
||||
void queueMovement(const Ptr& ptr, const osg::Vec3f& velocity) override;
|
||||
void queueMovement(const Ptr& ptr, const osg::Vec3f& velocity, float duration) override;
|
||||
///< Queues movement for \a ptr (in local space), to be applied in the next call to
|
||||
/// doPhysics.
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user