#include "movementsolver.hpp" #include #include #include #include #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/refdata.hpp" #include "actor.hpp" #include "collisiontype.hpp" #include "constants.hpp" #include "physicssystem.hpp" #include "stepper.hpp" #include "trace.h" namespace MWPhysics { static bool isActor(const btCollisionObject *obj) { assert(obj); return obj->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor; } template static bool isWalkableSlope(const Vec3 &normal) { static const float sMaxSlopeCos = std::cos(osg::DegreesToRadians(sMaxSlope)); return (normal.z() > sMaxSlopeCos); } osg::Vec3f MovementSolver::traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight) { osg::Vec3f offset = actor->getCollisionObjectPosition() - ptr.getRefData().getPosition().asVec3(); ActorTracer tracer; tracer.findGround(actor, position + offset, position + offset - osg::Vec3f(0,0,maxHeight), collisionWorld); if (tracer.mFraction >= 1.0f) { actor->setOnGround(false); return position; } actor->setOnGround(true); // Check if we actually found a valid spawn point (use an infinitely thin ray this time). // Required for some broken door destinations in Morrowind.esm, where the spawn point // intersects with other geometry if the actor's base is taken into account btVector3 from = Misc::Convert::toBullet(position); btVector3 to = from - btVector3(0,0,maxHeight); btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to); resultCallback1.m_collisionFilterGroup = 0xff; resultCallback1.m_collisionFilterMask = CollisionType_World|CollisionType_HeightMap; collisionWorld->rayTest(from, to, resultCallback1); if (resultCallback1.hasHit() && ((Misc::Convert::toOsg(resultCallback1.m_hitPointWorld) - tracer.mEndPos + offset).length2() > 35*35 || !isWalkableSlope(tracer.mPlaneNormal))) { actor->setOnSlope(!isWalkableSlope(resultCallback1.m_hitNormalWorld)); return Misc::Convert::toOsg(resultCallback1.m_hitPointWorld) + osg::Vec3f(0.f, 0.f, sGroundOffset); } actor->setOnSlope(!isWalkableSlope(tracer.mPlaneNormal)); return tracer.mEndPos-offset + osg::Vec3f(0.f, 0.f, sGroundOffset); } void MovementSolver::move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld, WorldFrameData& worldData) { auto* physicActor = actor.mActorRaw; auto ptr = actor.mPtr; const ESM::Position& refpos = actor.mRefpos; // Early-out for totally static creatures // (Not sure if gravity should still apply?) if (!ptr.getClass().isMobile(ptr)) return; // Reset per-frame data physicActor->setWalkingOnWater(false); // Anything to collide with? if(!physicActor->getCollisionMode()) { actor.mPosition += (osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1)) ) * actor.mMovement * time; return; } const btCollisionObject *colobj = physicActor->getCollisionObject(); osg::Vec3f halfExtents = physicActor->getHalfExtents(); // NOTE: here we don't account for the collision box translation (i.e. physicActor->getPosition() - refpos.pos). // That means the collision shape used for moving this actor is in a different spot than the collision shape // other actors are using to collide against this actor. // While this is strictly speaking wrong, it's needed for MW compatibility. actor.mPosition.z() += halfExtents.z(); static const float fSwimHeightScale = MWBase::Environment::get().getWorld()->getStore().get().find("fSwimHeightScale")->mValue.getFloat(); float swimlevel = actor.mWaterlevel + halfExtents.z() - (physicActor->getRenderingHalfExtents().z() * 2 * fSwimHeightScale); ActorTracer tracer; osg::Vec3f inertia = physicActor->getInertialForce(); osg::Vec3f velocity; if (actor.mPosition.z() < swimlevel || actor.mFlying) { velocity = (osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * actor.mMovement; } else { velocity = (osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * actor.mMovement; if ((velocity.z() > 0.f && physicActor->getOnGround() && !physicActor->getOnSlope()) || (velocity.z() > 0.f && velocity.z() + inertia.z() <= -velocity.z() && physicActor->getOnSlope())) inertia = velocity; else if (!physicActor->getOnGround() || physicActor->getOnSlope()) velocity = velocity + inertia; } // dead actors underwater will float to the surface, if the CharacterController tells us to do so if (actor.mMovement.z() > 0 && actor.mIsDead && actor.mPosition.z() < swimlevel) velocity = osg::Vec3f(0,0,1) * 25; if (actor.mWantJump) actor.mDidJump = true; // Now that we have the effective movement vector, apply wind forces to it if (worldData.mIsInStorm) { osg::Vec3f stormDirection = worldData.mStormDirection; float angleDegrees = osg::RadiansToDegrees(std::acos(stormDirection * velocity / (stormDirection.length() * velocity.length()))); static const float fStromWalkMult = MWBase::Environment::get().getWorld()->getStore().get().find("fStromWalkMult")->mValue.getFloat(); velocity *= 1.f-(fStromWalkMult * (angleDegrees/180.f)); } Stepper stepper(collisionWorld, colobj); osg::Vec3f origVelocity = velocity; osg::Vec3f newPosition = actor.mPosition; /* * A loop to find newPosition using tracer, if successful different from the starting position. * nextpos is the local variable used to find potential newPosition, using velocity and remainingTime * The initial velocity was set earlier (see above). */ float remainingTime = time; for (int iterations = 0; iterations < sMaxIterations && remainingTime > 0.01f; ++iterations) { osg::Vec3f nextpos = newPosition + velocity * remainingTime; // If not able to fly, don't allow to swim up into the air if(!actor.mFlying && nextpos.z() > swimlevel && newPosition.z() < swimlevel) { const osg::Vec3f down(0,0,-1); velocity = slide(velocity, down); // NOTE: remainingTime is unchanged before the loop continues continue; // velocity updated, calculate nextpos again } if((newPosition - nextpos).length2() > 0.0001) { // trace to where character would go if there were no obstructions tracer.doTrace(colobj, newPosition, nextpos, collisionWorld); // check for obstructions if(tracer.mFraction >= 1.0f) { newPosition = tracer.mEndPos; // ok to move, so set newPosition break; } } else { // The current position and next position are nearly the same, so just exit. // Note: Bullet can trigger an assert in debug modes if the positions // are the same, since that causes it to attempt to normalize a zero // length vector (which can also happen with nearly identical vectors, since // precision can be lost due to any math Bullet does internally). Since we // aren't performing any collision detection, we want to reject the next // position, so that we don't slowly move inside another object. break; } // We are touching something. if (tracer.mFraction < 1E-9f) { // Try to separate by backing off slighly to unstuck the solver osg::Vec3f backOff = (newPosition - tracer.mHitPoint) * 1E-2f; newPosition += backOff; } // We hit something. Check if we can step up. float hitHeight = tracer.mHitPoint.z() - tracer.mEndPos.z() + halfExtents.z(); osg::Vec3f oldPosition = newPosition; bool result = false; if (hitHeight < sStepSizeUp && !isActor(tracer.mHitObject)) { // Try to step up onto it. // NOTE: stepMove does not allow stepping over, modifies newPosition if successful result = stepper.step(newPosition, velocity*remainingTime, remainingTime); } if (result) { // don't let pure water creatures move out of water after stepMove if (ptr.getClass().isPureWaterCreature(ptr) && newPosition.z() + halfExtents.z() > actor.mWaterlevel) newPosition = oldPosition; } else { // Can't move this way, try to find another spot along the plane osg::Vec3f newVelocity = slide(velocity, tracer.mPlaneNormal); // Do not allow sliding upward if there is gravity. // Stepping will have taken care of that. if(!(newPosition.z() < swimlevel || actor.mFlying)) newVelocity.z() = std::min(newVelocity.z(), 0.0f); if ((newVelocity-velocity).length2() < 0.01) break; if ((newVelocity * origVelocity) <= 0.f) break; // ^ dot product velocity = newVelocity; } } bool isOnGround = false; bool isOnSlope = false; if (!(inertia.z() > 0.f) && !(newPosition.z() < swimlevel)) { osg::Vec3f from = newPosition; osg::Vec3f to = newPosition - (physicActor->getOnGround() ? osg::Vec3f(0,0,sStepSizeDown + 2*sGroundOffset) : osg::Vec3f(0,0,2*sGroundOffset)); tracer.doTrace(colobj, from, to, collisionWorld); if(tracer.mFraction < 1.0f && !isActor(tracer.mHitObject)) { const btCollisionObject* standingOn = tracer.mHitObject; PtrHolder* ptrHolder = static_cast(standingOn->getUserPointer()); if (ptrHolder) actor.mStandingOn = ptrHolder->getPtr(); if (standingOn->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Water) physicActor->setWalkingOnWater(true); if (!actor.mFlying) newPosition.z() = tracer.mEndPos.z() + sGroundOffset; isOnGround = true; isOnSlope = !isWalkableSlope(tracer.mPlaneNormal); } else { // standing on actors is not allowed (see above). // in addition to that, apply a sliding effect away from the center of the actor, // so that we do not stay suspended in air indefinitely. if (tracer.mFraction < 1.0f && isActor(tracer.mHitObject)) { if (osg::Vec3f(velocity.x(), velocity.y(), 0).length2() < 100.f*100.f) { btVector3 aabbMin, aabbMax; tracer.mHitObject->getCollisionShape()->getAabb(tracer.mHitObject->getWorldTransform(), aabbMin, aabbMax); btVector3 center = (aabbMin + aabbMax) / 2.f; inertia = osg::Vec3f(actor.mPosition.x() - center.x(), actor.mPosition.y() - center.y(), 0); inertia.normalize(); inertia *= 100; } } isOnGround = false; } } if((isOnGround && !isOnSlope) || newPosition.z() < swimlevel || actor.mFlying) physicActor->setInertialForce(osg::Vec3f(0.f, 0.f, 0.f)); else { inertia.z() -= time * Constants::GravityConst * Constants::UnitsPerMeter; if (inertia.z() < 0) inertia.z() *= actor.mSlowFall; if (actor.mSlowFall < 1.f) { inertia.x() *= actor.mSlowFall; inertia.y() *= actor.mSlowFall; } physicActor->setInertialForce(inertia); } physicActor->setOnGround(isOnGround); physicActor->setOnSlope(isOnSlope); newPosition.z() -= halfExtents.z(); // remove what was added at the beginning actor.mPosition = newPosition; } }