#include "physicssystem.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/movement.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/player.hpp" #include "../mwrender/bulletdebugdraw.hpp" #include "../mwworld/class.hpp" #include "actor.hpp" #include "collisiontype.hpp" #include "closestnotmerayresultcallback.hpp" #include "contacttestresultcallback.hpp" #include "hasspherecollisioncallback.hpp" #include "heightfield.hpp" #include "movementsolver.hpp" #include "mtphysics.hpp" #include "object.hpp" #include "projectile.hpp" namespace { void handleJump(const MWWorld::Ptr& ptr) { if (!ptr.getClass().isActor()) return; if (ptr.getClass().getMovementSettings(ptr).mPosition[2] == 0) return; const bool isPlayer = (ptr == MWMechanics::getPlayer()); // Advance acrobatics and set flag for GetPCJumping if (isPlayer) { ptr.getClass().skillUsageSucceeded(ptr, ESM::Skill::Acrobatics, ESM::Skill::Acrobatics_Jump); MWBase::Environment::get().getWorld()->getPlayer().setJumping(true); } // Decrease fatigue if (!isPlayer || !MWBase::Environment::get().getWorld()->getGodModeState()) { const MWWorld::Store& gmst = MWBase::Environment::get().getESMStore()->get(); const float fFatigueJumpBase = gmst.find("fFatigueJumpBase")->mValue.getFloat(); const float fFatigueJumpMult = gmst.find("fFatigueJumpMult")->mValue.getFloat(); const float normalizedEncumbrance = std::min(1.f, ptr.getClass().getNormalizedEncumbrance(ptr)); const float fatigueDecrease = fFatigueJumpBase + normalizedEncumbrance * fFatigueJumpMult; MWMechanics::DynamicStat fatigue = ptr.getClass().getCreatureStats(ptr).getFatigue(); fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease); ptr.getClass().getCreatureStats(ptr).setFatigue(fatigue); } ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0; } } namespace MWPhysics { PhysicsSystem::PhysicsSystem(Resource::ResourceSystem* resourceSystem, osg::ref_ptr parentNode) : mShapeManager( std::make_unique(resourceSystem->getVFS(), resourceSystem->getSceneManager(), resourceSystem->getNifFileManager(), Settings::cells().mCacheExpiryDelay)) , mResourceSystem(resourceSystem) , mDebugDrawEnabled(false) , mTimeAccum(0.0f) , mProjectileId(0) , mWaterHeight(0) , mWaterEnabled(false) , mParentNode(std::move(parentNode)) , mPhysicsDt(1.f / 60.f) { mResourceSystem->addResourceManager(mShapeManager.get()); mCollisionConfiguration = std::make_unique(); mDispatcher = std::make_unique(mCollisionConfiguration.get()); mBroadphase = std::make_unique(); mCollisionWorld = std::make_unique(mDispatcher.get(), mBroadphase.get(), mCollisionConfiguration.get()); // Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this. // Should a "static" object ever be moved, we have to update its AABB manually using // DynamicsWorld::updateSingleAabb. mCollisionWorld->setForceUpdateAllAabbs(false); // Check if a user decided to override a physics system FPS if (const char* env = getenv("OPENMW_PHYSICS_FPS")) { if (const auto physFramerate = Misc::StringUtils::toNumeric(env); physFramerate.has_value() && *physFramerate > 0) { mPhysicsDt = 1.f / *physFramerate; Log(Debug::Warning) << "Warning: using custom physics framerate (" << *physFramerate << " FPS)."; } } mDebugDrawer = std::make_unique(mParentNode, mCollisionWorld.get(), mDebugDrawEnabled); mTaskScheduler = std::make_unique(mPhysicsDt, mCollisionWorld.get(), mDebugDrawer.get()); } PhysicsSystem::~PhysicsSystem() { mResourceSystem->removeResourceManager(mShapeManager.get()); if (mWaterCollisionObject) mTaskScheduler->removeCollisionObject(mWaterCollisionObject.get()); mTaskScheduler->releaseSharedStates(); mHeightFields.clear(); mObjects.clear(); mActors.clear(); mProjectiles.clear(); } Resource::BulletShapeManager* PhysicsSystem::getShapeManager() { return mShapeManager.get(); } bool PhysicsSystem::toggleDebugRendering() { mDebugDrawEnabled = !mDebugDrawEnabled; mCollisionWorld->setDebugDrawer(mDebugDrawEnabled ? mDebugDrawer.get() : nullptr); mDebugDrawer->setDebugMode(mDebugDrawEnabled); return mDebugDrawEnabled; } void PhysicsSystem::markAsNonSolid(const MWWorld::ConstPtr& ptr) { ObjectMap::iterator found = mObjects.find(ptr.mRef); if (found == mObjects.end()) return; found->second->setSolid(false); } bool PhysicsSystem::isOnSolidGround(const MWWorld::Ptr& actor) const { const Actor* physactor = getActor(actor); if (!physactor || !physactor->getOnGround() || !physactor->getCollisionMode()) return false; const auto obj = physactor->getStandingOnPtr(); if (obj.isEmpty()) return true; // assume standing on terrain (which is a non-object, so not collision tracked) ObjectMap::const_iterator foundObj = mObjects.find(obj.mRef); if (foundObj == mObjects.end()) return false; if (!foundObj->second->isSolid()) return false; return true; } RayCastingResult PhysicsSystem::castRay(const osg::Vec3f& from, const osg::Vec3f& to, const std::vector& ignore, const std::vector& targets, int mask, int group) const { if (from == to) { RayCastingResult result; result.mHit = false; return result; } btVector3 btFrom = Misc::Convert::toBullet(from); btVector3 btTo = Misc::Convert::toBullet(to); std::vector ignoreList; std::vector targetCollisionObjects; for (const auto& ptr : ignore) { if (!ptr.isEmpty()) { const Actor* actor = getActor(ptr); if (actor) ignoreList.push_back(actor->getCollisionObject()); else { const Object* object = getObject(ptr); if (object) ignoreList.push_back(object->getCollisionObject()); } } } if (!targets.empty()) { for (const MWWorld::Ptr& target : targets) { const Actor* actor = getActor(target); if (actor) targetCollisionObjects.push_back(actor->getCollisionObject()); } } ClosestNotMeRayResultCallback resultCallback(ignoreList, targetCollisionObjects, btFrom, btTo); resultCallback.m_collisionFilterGroup = group; resultCallback.m_collisionFilterMask = mask; mTaskScheduler->rayTest(btFrom, btTo, resultCallback); RayCastingResult result; result.mHit = resultCallback.hasHit(); if (resultCallback.hasHit()) { result.mHitPos = Misc::Convert::toOsg(resultCallback.m_hitPointWorld); result.mHitNormal = Misc::Convert::toOsg(resultCallback.m_hitNormalWorld); if (PtrHolder* ptrHolder = static_cast(resultCallback.m_collisionObject->getUserPointer())) result.mHitObject = ptrHolder->getPtr(); } return result; } RayCastingResult PhysicsSystem::castSphere( const osg::Vec3f& from, const osg::Vec3f& to, float radius, int mask, int group) const { btCollisionWorld::ClosestConvexResultCallback callback( Misc::Convert::toBullet(from), Misc::Convert::toBullet(to)); callback.m_collisionFilterGroup = group; callback.m_collisionFilterMask = mask; btSphereShape shape(radius); const btQuaternion btrot = btQuaternion::getIdentity(); btTransform from_(btrot, Misc::Convert::toBullet(from)); btTransform to_(btrot, Misc::Convert::toBullet(to)); mTaskScheduler->convexSweepTest(&shape, from_, to_, callback); RayCastingResult result; result.mHit = callback.hasHit(); if (result.mHit) { result.mHitPos = Misc::Convert::toOsg(callback.m_hitPointWorld); result.mHitNormal = Misc::Convert::toOsg(callback.m_hitNormalWorld); if (auto* ptrHolder = static_cast(callback.m_hitCollisionObject->getUserPointer())) result.mHitObject = ptrHolder->getPtr(); } return result; } bool PhysicsSystem::getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const { if (actor1 == actor2) return true; const auto it1 = mActors.find(actor1.mRef); const auto it2 = mActors.find(actor2.mRef); if (it1 == mActors.end() || it2 == mActors.end()) return false; return mTaskScheduler->getLineOfSight(it1->second, it2->second); } bool PhysicsSystem::isOnGround(const MWWorld::Ptr& actor) { Actor* physactor = getActor(actor); return physactor && physactor->getOnGround() && physactor->getCollisionMode(); } bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr& actor, const float waterlevel) { const auto* physactor = getActor(actor); return physactor && physactor->canMoveToWaterSurface(waterlevel, mCollisionWorld.get()); } osg::Vec3f PhysicsSystem::getHalfExtents(const MWWorld::ConstPtr& actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getHalfExtents(); else return osg::Vec3f(); } osg::Vec3f PhysicsSystem::getOriginalHalfExtents(const MWWorld::ConstPtr& actor) const { if (const Actor* physactor = getActor(actor)) return physactor->getOriginalHalfExtents(); else return osg::Vec3f(); } osg::Vec3f PhysicsSystem::getRenderingHalfExtents(const MWWorld::ConstPtr& actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getRenderingHalfExtents(); else return osg::Vec3f(); } osg::BoundingBox PhysicsSystem::getBoundingBox(const MWWorld::ConstPtr& object) const { const Object* physobject = getObject(object); if (!physobject) return osg::BoundingBox(); btVector3 min, max; mTaskScheduler->getAabb(physobject->getCollisionObject(), min, max); return osg::BoundingBox(Misc::Convert::toOsg(min), Misc::Convert::toOsg(max)); } osg::Vec3f PhysicsSystem::getCollisionObjectPosition(const MWWorld::ConstPtr& actor) const { const Actor* physactor = getActor(actor); if (physactor) return physactor->getCollisionObjectPosition(); else return osg::Vec3f(); } std::vector PhysicsSystem::getCollisionsPoints( const MWWorld::ConstPtr& ptr, int collisionGroup, int collisionMask) const { btCollisionObject* me = nullptr; auto found = mObjects.find(ptr.mRef); if (found != mObjects.end()) me = found->second->getCollisionObject(); else return {}; ContactTestResultCallback resultCallback(me); resultCallback.m_collisionFilterGroup = collisionGroup; resultCallback.m_collisionFilterMask = collisionMask; mTaskScheduler->contactTest(me, resultCallback); return resultCallback.mResult; } std::vector PhysicsSystem::getCollisions( const MWWorld::ConstPtr& ptr, int collisionGroup, int collisionMask) const { std::vector actors; for (auto& [actor, point, normal] : getCollisionsPoints(ptr, collisionGroup, collisionMask)) actors.emplace_back(actor); return actors; } osg::Vec3f PhysicsSystem::traceDown(const MWWorld::Ptr& ptr, const osg::Vec3f& position, float maxHeight) { ActorMap::iterator found = mActors.find(ptr.mRef); if (found == mActors.end()) return ptr.getRefData().getPosition().asVec3(); return MovementSolver::traceDown(ptr, position, found->second.get(), mCollisionWorld.get(), maxHeight); } void PhysicsSystem::addHeightField( const float* heights, int x, int y, int size, int verts, float minH, float maxH, const osg::Object* holdObject) { mHeightFields[std::make_pair(x, y)] = std::make_unique(heights, x, y, size, verts, minH, maxH, holdObject, mTaskScheduler.get()); } void PhysicsSystem::removeHeightField(int x, int y) { HeightFieldMap::iterator heightfield = mHeightFields.find(std::make_pair(x, y)); if (heightfield != mHeightFields.end()) mHeightFields.erase(heightfield); } const HeightField* PhysicsSystem::getHeightField(int x, int y) const { const auto heightField = mHeightFields.find(std::make_pair(x, y)); if (heightField == mHeightFields.end()) return nullptr; return heightField->second.get(); } void PhysicsSystem::addObject( const MWWorld::Ptr& ptr, const std::string& mesh, osg::Quat rotation, int collisionType) { if (ptr.mRef->mData.mPhysicsPostponed) return; std::string animationMesh = mesh; if (ptr.getClass().useAnim()) animationMesh = Misc::ResourceHelpers::correctActorModelPath(mesh, mResourceSystem->getVFS()); osg::ref_ptr shapeInstance = mShapeManager->getInstance(animationMesh); if (!shapeInstance || !shapeInstance->mCollisionShape) return; assert(!getObject(ptr)); // Override collision type based on shape content. switch (shapeInstance->mVisualCollisionType) { case Resource::VisualCollisionType::None: break; case Resource::VisualCollisionType::Default: collisionType = CollisionType_VisualOnly; break; case Resource::VisualCollisionType::Camera: collisionType = CollisionType_CameraOnly; break; } auto obj = std::make_shared(ptr, shapeInstance, rotation, collisionType, mTaskScheduler.get()); mObjects.emplace(ptr.mRef, obj); if (obj->isAnimated()) mAnimatedObjects.emplace(obj.get(), false); } void PhysicsSystem::remove(const MWWorld::Ptr& ptr) { if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end()) { mAnimatedObjects.erase(foundObject->second.get()); mObjects.erase(foundObject); } else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end()) { mActors.erase(foundActor); } } void PhysicsSystem::removeProjectile(const int projectileId) { ProjectileMap::iterator foundProjectile = mProjectiles.find(projectileId); if (foundProjectile != mProjectiles.end()) mProjectiles.erase(foundProjectile); } void PhysicsSystem::updatePtr(const MWWorld::Ptr& old, const MWWorld::Ptr& updated) { if (auto foundObject = mObjects.find(old.mRef); foundObject != mObjects.end()) foundObject->second->updatePtr(updated); else if (auto foundActor = mActors.find(old.mRef); foundActor != mActors.end()) foundActor->second->updatePtr(updated); for (auto& [_, actor] : mActors) { if (actor->getStandingOnPtr() == old) actor->setStandingOnPtr(updated); } for (auto& [_, projectile] : mProjectiles) { if (projectile->getCaster() == old) projectile->setCaster(updated); } } Actor* PhysicsSystem::getActor(const MWWorld::Ptr& ptr) { ActorMap::iterator found = mActors.find(ptr.mRef); if (found != mActors.end()) return found->second.get(); return nullptr; } const Actor* PhysicsSystem::getActor(const MWWorld::ConstPtr& ptr) const { ActorMap::const_iterator found = mActors.find(ptr.mRef); if (found != mActors.end()) return found->second.get(); return nullptr; } const Object* PhysicsSystem::getObject(const MWWorld::ConstPtr& ptr) const { ObjectMap::const_iterator found = mObjects.find(ptr.mRef); if (found != mObjects.end()) return found->second.get(); return nullptr; } Projectile* PhysicsSystem::getProjectile(int projectileId) const { ProjectileMap::const_iterator found = mProjectiles.find(projectileId); if (found != mProjectiles.end()) return found->second.get(); return nullptr; } void PhysicsSystem::updateScale(const MWWorld::Ptr& ptr) { if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end()) { float scale = ptr.getCellRef().getScale(); foundObject->second->setScale(scale); mTaskScheduler->updateSingleAabb(foundObject->second); } else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end()) { foundActor->second->updateScale(); mTaskScheduler->updateSingleAabb(foundActor->second); } } void PhysicsSystem::updateRotation(const MWWorld::Ptr& ptr, osg::Quat rotate) { if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end()) { foundObject->second->setRotation(rotate); mTaskScheduler->updateSingleAabb(foundObject->second); } else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end()) { if (!foundActor->second->isRotationallyInvariant()) { foundActor->second->setRotation(rotate); mTaskScheduler->updateSingleAabb(foundActor->second); } } } void PhysicsSystem::updatePosition(const MWWorld::Ptr& ptr) { if (auto foundObject = mObjects.find(ptr.mRef); foundObject != mObjects.end()) { foundObject->second->updatePosition(); mTaskScheduler->updateSingleAabb(foundObject->second); } else if (auto foundActor = mActors.find(ptr.mRef); foundActor != mActors.end()) { foundActor->second->updatePosition(); mTaskScheduler->updateSingleAabb(foundActor->second, true); } } void PhysicsSystem::addActor(const MWWorld::Ptr& ptr, const std::string& mesh) { std::string animationMesh = Misc::ResourceHelpers::correctActorModelPath(mesh, mResourceSystem->getVFS()); osg::ref_ptr shape = mShapeManager->getShape(animationMesh); // Try to get shape from basic model as fallback for creatures if (!ptr.getClass().isNpc() && shape && shape->mCollisionBox.mExtents.length2() == 0) { if (animationMesh != mesh) { shape = mShapeManager->getShape(mesh); } } if (!shape) return; // check if Actor should spawn above water const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects(); const bool canWaterWalk = effects.getOrDefault(ESM::MagicEffect::WaterWalking).getMagnitude() > 0; auto actor = std::make_shared( ptr, shape, mTaskScheduler.get(), canWaterWalk, Settings::game().mActorCollisionShapeType); mActors.emplace(ptr.mRef, std::move(actor)); } int PhysicsSystem::addProjectile( const MWWorld::Ptr& caster, const osg::Vec3f& position, const std::string& mesh, bool computeRadius) { osg::ref_ptr shapeInstance = mShapeManager->getInstance(mesh); assert(shapeInstance); float radius = computeRadius ? shapeInstance->mCollisionBox.mExtents.length() / 2.f : 1.f; mProjectileId++; auto projectile = std::make_shared(caster, position, radius, mTaskScheduler.get(), this); mProjectiles.emplace(mProjectileId, std::move(projectile)); return mProjectileId; } void PhysicsSystem::setCaster(int projectileId, const MWWorld::Ptr& caster) { const auto foundProjectile = mProjectiles.find(projectileId); assert(foundProjectile != mProjectiles.end()); auto* projectile = foundProjectile->second.get(); projectile->setCaster(caster); } bool PhysicsSystem::toggleCollisionMode() { ActorMap::iterator found = mActors.find(MWMechanics::getPlayer().mRef); if (found != mActors.end()) { bool cmode = found->second->getCollisionMode(); cmode = !cmode; found->second->enableCollisionMode(cmode); // NB: Collision body isn't disabled for vanilla TCL compatibility return cmode; } return false; } void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity) { ActorMap::iterator found = mActors.find(ptr.mRef); if (found != mActors.end()) found->second->setVelocity(velocity); } void PhysicsSystem::clearQueuedMovement() { for (const auto& [_, actor] : mActors) { actor->setVelocity(osg::Vec3f()); actor->setInertialForce(osg::Vec3f()); } } void PhysicsSystem::prepareSimulation(bool willSimulate, std::vector& simulations) { assert(simulations.empty()); simulations.reserve(mActors.size() + mProjectiles.size()); const MWBase::World* world = MWBase::Environment::get().getWorld(); for (const auto& [ref, physicActor] : mActors) { if (!physicActor->isActive()) continue; auto ptr = physicActor->getPtr(); if (!ptr.getClass().isMobile(ptr)) continue; float waterlevel = -std::numeric_limits::max(); const MWWorld::CellStore* cell = ptr.getCell(); if (cell->getCell()->hasWater()) waterlevel = cell->getWaterLevel(); const auto& stats = ptr.getClass().getCreatureStats(ptr); const MWMechanics::MagicEffects& effects = stats.getMagicEffects(); bool waterCollision = false; if (cell->getCell()->hasWater() && effects.getOrDefault(ESM::MagicEffect::WaterWalking).getMagnitude()) { if (physicActor->getCollisionMode() || !world->isUnderwater(ptr.getCell(), ptr.getRefData().getPosition().asVec3())) waterCollision = true; } physicActor->setCanWaterWalk(waterCollision); // Slow fall reduces fall speed by a factor of (effect magnitude / 200) const float slowFall = 1.f - std::clamp(effects.getOrDefault(ESM::MagicEffect::SlowFall).getMagnitude() * 0.005f, 0.f, 1.f); const bool isPlayer = ptr == world->getPlayerConstPtr(); const bool godmode = isPlayer && world->getGodModeState(); const bool inert = stats.isDead() || (!godmode && stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Paralyze).getModifier() > 0); simulations.emplace_back(ActorSimulation{ physicActor, ActorFrameData{ *physicActor, inert, waterCollision, slowFall, waterlevel, isPlayer } }); // if the simulation will run, a jump request will be fulfilled. Update mechanics accordingly. if (willSimulate) handleJump(ptr); } for (const auto& [id, projectile] : mProjectiles) { simulations.emplace_back(ProjectileSimulation{ projectile, ProjectileFrameData{ *projectile } }); } } void PhysicsSystem::stepSimulation( float dt, bool skipSimulation, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats) { for (auto& [animatedObject, changed] : mAnimatedObjects) { if (animatedObject->animateCollisionShapes()) { auto obj = mObjects.find(animatedObject->getPtr().mRef); assert(obj != mObjects.end()); mTaskScheduler->updateSingleAabb(obj->second); changed = true; } else { changed = false; } } for (auto& [_, object] : mObjects) object->resetCollisions(); #ifndef BT_NO_PROFILE CProfileManager::Reset(); CProfileManager::Increment_Frame_Counter(); #endif mTimeAccum += dt; if (skipSimulation) mTaskScheduler->resetSimulation(mActors); else { std::vector& simulations = mSimulations[mSimulationsCounter++ % mSimulations.size()]; prepareSimulation(mTimeAccum >= mPhysicsDt, simulations); // modifies mTimeAccum mTaskScheduler->applyQueuedMovements(mTimeAccum, simulations, frameStart, frameNumber, stats); } } void PhysicsSystem::moveActors() { auto* player = getActor(MWMechanics::getPlayer()); const auto world = MWBase::Environment::get().getWorld(); // copy new ptr position in temporary vector. player is handled separately as its movement might change active // cell. mActorsPositions.clear(); if (!mActors.empty()) mActorsPositions.reserve(mActors.size() - 1); for (const auto& [ptr, physicActor] : mActors) { if (physicActor.get() == player) continue; mActorsPositions.emplace_back(physicActor->getPtr(), physicActor->getSimulationPosition()); } for (const auto& [ptr, pos] : mActorsPositions) world->moveObject(ptr, pos, false, false); if (player != nullptr) world->moveObject(player->getPtr(), player->getSimulationPosition(), false, false); } void PhysicsSystem::updateAnimatedCollisionShape(const MWWorld::Ptr& object) { ObjectMap::iterator found = mObjects.find(object.mRef); if (found != mObjects.end()) if (found->second->animateCollisionShapes()) mTaskScheduler->updateSingleAabb(found->second); } void PhysicsSystem::debugDraw() { if (mDebugDrawEnabled) mTaskScheduler->debugDraw(); } bool PhysicsSystem::isActorStandingOn(const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object) const { const auto physActor = mActors.find(actor.mRef); if (physActor != mActors.end()) return physActor->second->getStandingOnPtr() == object; return false; } void PhysicsSystem::getActorsStandingOn(const MWWorld::ConstPtr& object, std::vector& out) const { for (const auto& [_, actor] : mActors) { if (actor->getStandingOnPtr() == object) out.emplace_back(actor->getPtr()); } } bool PhysicsSystem::isObjectCollidingWith(const MWWorld::ConstPtr& object, ScriptedCollisionType type) const { auto found = mObjects.find(object.mRef); if (found != mObjects.end()) return found->second->collidedWith(type); return false; } void PhysicsSystem::getActorsCollidingWith(const MWWorld::ConstPtr& object, std::vector& out) const { std::vector collisions = getCollisions(object, CollisionType_World, CollisionType_Actor); out.insert(out.end(), collisions.begin(), collisions.end()); } void PhysicsSystem::disableWater() { if (mWaterEnabled) { mWaterEnabled = false; updateWater(); } } void PhysicsSystem::enableWater(float height) { if (!mWaterEnabled || mWaterHeight != height) { mWaterEnabled = true; mWaterHeight = height; updateWater(); } } void PhysicsSystem::setWaterHeight(float height) { if (mWaterHeight != height) { mWaterHeight = height; updateWater(); } } void PhysicsSystem::updateWater() { if (mWaterCollisionObject) { mTaskScheduler->removeCollisionObject(mWaterCollisionObject.get()); } if (!mWaterEnabled) { mWaterCollisionObject.reset(); return; } mWaterCollisionObject = std::make_unique(); mWaterCollisionShape = std::make_unique(btVector3(0, 0, 1), mWaterHeight); mWaterCollisionObject->setCollisionShape(mWaterCollisionShape.get()); mTaskScheduler->addCollisionObject( mWaterCollisionObject.get(), CollisionType_Water, CollisionType_Actor | CollisionType_Projectile); } bool PhysicsSystem::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, std::span ignore, std::vector* occupyingActors) const { std::vector ignoredObjects; ignoredObjects.reserve(ignore.size()); for (const auto& v : ignore) if (const auto it = mActors.find(v.mRef); it != mActors.end()) ignoredObjects.push_back(it->second->getCollisionObject()); std::sort(ignoredObjects.begin(), ignoredObjects.end()); ignoredObjects.erase(std::unique(ignoredObjects.begin(), ignoredObjects.end()), ignoredObjects.end()); const auto ignoreFilter = [&](const btCollisionObject* v) { return std::binary_search(ignoredObjects.begin(), ignoredObjects.end(), v); }; const auto bulletPosition = Misc::Convert::toBullet(position); const auto aabbMin = bulletPosition - btVector3(radius, radius, radius); const auto aabbMax = bulletPosition + btVector3(radius, radius, radius); const int mask = MWPhysics::CollisionType_Actor; const int group = MWPhysics::CollisionType_AnyPhysical; if (occupyingActors == nullptr) { HasSphereCollisionCallback callback(bulletPosition, radius, mask, group, ignoreFilter, static_cast(nullptr)); mTaskScheduler->aabbTest(aabbMin, aabbMax, callback); return callback.getResult(); } const auto onCollision = [&](const btCollisionObject* object) { if (PtrHolder* holder = static_cast(object->getUserPointer())) occupyingActors->push_back(holder->getPtr()); }; HasSphereCollisionCallback callback(bulletPosition, radius, mask, group, ignoreFilter, &onCollision); mTaskScheduler->aabbTest(aabbMin, aabbMax, callback); return callback.getResult(); } void PhysicsSystem::reportStats(unsigned int frameNumber, osg::Stats& stats) const { stats.setAttribute(frameNumber, "Physics Actors", mActors.size()); stats.setAttribute(frameNumber, "Physics Objects", mObjects.size()); stats.setAttribute(frameNumber, "Physics Projectiles", mProjectiles.size()); stats.setAttribute(frameNumber, "Physics HeightFields", mHeightFields.size()); } void PhysicsSystem::reportCollision(const btVector3& position, const btVector3& normal) { if (mDebugDrawEnabled) mDebugDrawer->addCollision(position, normal); } ActorFrameData::ActorFrameData( Actor& actor, bool inert, bool waterCollision, float slowFall, float waterlevel, bool isPlayer) : mPosition() , mStandingOn(nullptr) , mIsOnGround(actor.getOnGround()) , mIsOnSlope(actor.getOnSlope()) , mWalkingOnWater(false) , mInert(inert) , mCollisionObject(actor.getCollisionObject()) , mSwimLevel(waterlevel - (actor.getRenderingHalfExtents().z() * 2 * MWBase::Environment::get() .getESMStore() ->get() .find("fSwimHeightScale") ->mValue.getFloat())) , mSlowFall(slowFall) , mRotation() , mMovement(actor.velocity()) , mWaterlevel(waterlevel) , mHalfExtentsZ(actor.getHalfExtents().z()) , mOldHeight(0) , mStuckFrames(0) , mFlying(MWBase::Environment::get().getWorld()->isFlying(actor.getPtr())) , mWasOnGround(actor.getOnGround()) , mIsAquatic(actor.getPtr().getClass().isPureWaterCreature(actor.getPtr())) , mWaterCollision(waterCollision) , mSkipCollisionDetection(!actor.getCollisionMode()) , mIsPlayer(isPlayer) { } ProjectileFrameData::ProjectileFrameData(Projectile& projectile) : mPosition(projectile.getPosition()) , mMovement(projectile.velocity()) , mCaster(projectile.getCasterCollisionObject()) , mCollisionObject(projectile.getCollisionObject()) , mProjectile(&projectile) { } WorldFrameData::WorldFrameData() : mIsInStorm(MWBase::Environment::get().getWorld()->isInStorm()) , mStormDirection(MWBase::Environment::get().getWorld()->getStormDirection()) { } LOSRequest::LOSRequest(const std::weak_ptr& a1, const std::weak_ptr& a2) : mResult(false) , mStale(false) , mAge(0) { // we use raw actor pointer pair to uniquely identify request // sort the pointer value in ascending order to not duplicate equivalent requests, eg. getLOS(A, B) and // getLOS(B, A) auto* raw1 = a1.lock().get(); auto* raw2 = a2.lock().get(); assert(raw1 != raw2); if (raw1 < raw2) { mActors = { a1, a2 }; mRawActors = { raw1, raw2 }; } else { mActors = { a2, a1 }; mRawActors = { raw2, raw1 }; } } bool operator==(const LOSRequest& lhs, const LOSRequest& rhs) noexcept { return lhs.mRawActors == rhs.mRawActors; } }