Cylinder collision shape should give the best consistency between physics
simulation and pathfinding. Rotating box is already used by some actors, so
add it to have the same collision shape type for all actors.
Actors may have different collision shapes. Currently there are axis-aligned
bounding boxes and rotating bounding boxes. With AABB it's required to use
bounding cylinder for navmesh agent to avoid providing paths where actor can't
pass. But for rotating bounding boxes cylinder with diameter equal to the front
face width should be used to not reduce of available paths. For example rats
have rotating bounding box as collision shape because of the difference between
front and side faces width.
* Add agent bounds to navmesh tile db cache key. This is required to distinguish
tiles for agents with different bounds.
* Increase navmesh version because navmesh tile db cache key and data has changed.
* Move navmesh version to the code to avoid misconfiguration by users.
* Fix all places where wrong half extents were used for pathfinding.
Actors with disabled collisions still have physics simulations. Assuming they
should not be processed at all instead of disabling collision add a new flag to
make them inactive.
Actor::getOnGround and Actor::getOnSlope is used to initialize ActorFrameData.
After a physics simulation the result is copied back. But when actor is outside
processing range, Actor::mInternalCollisionMode is false and physics simulation
does not recalculate OnGround and OnSlope flags. So the flags are always set to
false that makes actor play landing animation when they exit and then enter
actors processing range.
In file included from /home/elsid/dev/openmw/apps/openmw/mwphysics/actor.hpp:7,
from /home/elsid/dev/openmw/apps/openmw/mwphysics/trace.cpp:9:
/home/elsid/dev/openmw/apps/openmw/mwphysics/ptrholder.hpp: In member function ‘osg::Vec3f MWPhysics::PtrHolder::velocity()’:
/home/elsid/dev/openmw/apps/openmw/mwphysics/ptrholder.hpp:42:25: error: ‘exchange’ is not a member of ‘std’
42 | return std::exchange(mVelocity, osg::Vec3f());
| ^~~~~~~~
Engine controls lifetime of managers therefore it should own them. Environment
is only access provider.
This allows to avoid redundant virtual calls and also some functions from
managers base classes can be removed if they are used only by Engine.
Lock Simulation weak_ptr in all visitors to avoid use after free.
And swap order for weak_ptr locking with locking collision world mutex to avoid
deadlock when underlying object tries to lock the same mutex in the destructor.
Add SimulationImpl type to avoid use of FrameData without locking weak_ptr.