#include "physicssystem.hpp" #include #include #include #include #include #include #include #include #include #include #include //#include "../mwbase/world.hpp" // FIXME #include "../mwbase/environment.hpp" #include "ptr.hpp" #include "class.hpp" using namespace Ogre; namespace MWWorld { static const float sMaxSlope = 60.0f; static const float sStepSize = 30.0f; // Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared. static const int sMaxIterations = 50; class MovementSolver { private: static bool stepMove(Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3 &velocity, float remainingTime, const Ogre::Vector3 &halfExtents, bool isInterior, OEngine::Physic::PhysicEngine *engine) { traceResults trace; // no initialization needed newtrace(&trace, orient, position, position+Ogre::Vector3(0.0f,0.0f,sStepSize), halfExtents, isInterior, engine); if(trace.fraction == 0.0f) return false; newtrace(&trace, orient, trace.endpos, trace.endpos + velocity*remainingTime, halfExtents, isInterior, engine); if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > sMaxSlope)) return false; newtrace(&trace, orient, trace.endpos, trace.endpos-Ogre::Vector3(0.0f,0.0f,sStepSize), halfExtents, isInterior, engine); if(getSlope(trace.planenormal) <= sMaxSlope) { // only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall. position = trace.endpos; return true; } return false; } static void clipVelocity(Ogre::Vector3& inout, const Ogre::Vector3& normal, float overbounce=1.0f) { //Math stuff. Basically just project the velocity vector onto the plane represented by the normal. //More specifically, it projects velocity onto the normal, takes that result, multiplies it by overbounce and then subtracts it from velocity. float backoff = inout.dotProduct(normal); if(backoff < 0.0f) backoff *= overbounce; else backoff /= overbounce; inout -= normal*backoff; } static void projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction) { Ogre::Vector3 normalizedDirection(direction); normalizedDirection.normalise(); // no divide by normalizedDirection.length necessary because it's normalized velocity = normalizedDirection * velocity.dotProduct(normalizedDirection); } static float getSlope(const Ogre::Vector3 &normal) { return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees(); } public: static Ogre::Vector3 traceDown(const MWWorld::Ptr &ptr, OEngine::Physic::PhysicEngine *engine) { const ESM::Position &refpos = ptr.getRefData().getPosition(); Ogre::Vector3 position(refpos.pos); bool hit=false; bool isInterior = !ptr.getCell()->isExterior(); OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle()); if (!physicActor) return position; bool wasCollisionMode = physicActor->getCollisionMode(); physicActor->enableCollisions(false); Ogre::Vector3 halfExtents = physicActor->getHalfExtents();// + Vector3(1,1,1); halfExtents.z = 1; // we trace the feet only, so we use a very thin box Ogre::Vector3 newPosition = position; traceResults trace; //no initialization needed int maxHeight = 200.f; newtrace(&trace, Ogre::Quaternion::IDENTITY, newPosition, newPosition-Ogre::Vector3(0,0,maxHeight), halfExtents, isInterior, engine); if(trace.fraction < 1.0f) hit = true; newPosition = trace.endpos; physicActor->setOnGround(hit && getSlope(trace.planenormal) <= sMaxSlope); physicActor->enableCollisions(wasCollisionMode); if (hit) return newPosition+Ogre::Vector3(0,0,4); else return position; } static Ogre::Vector3 move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time, bool gravity, OEngine::Physic::PhysicEngine *engine) { const ESM::Position &refpos = ptr.getRefData().getPosition(); Ogre::Vector3 position(refpos.pos); /* Anything to collide with? */ OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle()); if(!physicActor || !physicActor->getCollisionMode()) { // FIXME: This works, but it's inconcsistent with how the rotations are applied elsewhere. Why? return position + (Ogre::Quaternion(Ogre::Radian( -refpos.rot[2]), Ogre::Vector3::UNIT_Z)* Ogre::Quaternion(Ogre::Radian( -refpos.rot[1]), Ogre::Vector3::UNIT_Y)* Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) * movement; } traceResults trace; //no initialization needed bool onground = false; float remainingTime = time; bool isInterior = !ptr.getCell()->isExterior(); Ogre::Vector3 halfExtents = physicActor->getHalfExtents();// + Vector3(1,1,1); physicActor->enableCollisions(false); Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[2]), Ogre::Vector3::UNIT_Z); Ogre::Vector3 velocity; if(!gravity) { velocity = (Ogre::Quaternion(Ogre::Radian( -refpos.rot[2]), Ogre::Vector3::UNIT_Z)* Ogre::Quaternion(Ogre::Radian( -refpos.rot[1]), Ogre::Vector3::UNIT_Y)* Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) * movement / time; } else { if(!(movement.z > 0.0f)) { newtrace(&trace, orient, position, position-Ogre::Vector3(0,0,4), halfExtents, isInterior, engine); if(trace.fraction < 1.0f && getSlope(trace.planenormal) <= sMaxSlope) onground = true; } velocity = Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)*movement / time; velocity.z += physicActor->getVerticalForce(); } Ogre::Vector3 clippedVelocity(velocity); if(onground) { // if we're on the ground, force velocity to track it clippedVelocity.z = velocity.z = std::max(0.0f, velocity.z); clipVelocity(clippedVelocity, trace.planenormal); } const Ogre::Vector3 up(0.0f, 0.0f, 1.0f); Ogre::Vector3 newPosition = position; int iterations = 0; do { // trace to where character would go if there were no obstructions newtrace(&trace, orient, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, isInterior, engine); newPosition = trace.endpos; remainingTime = remainingTime * (1.0f-trace.fraction); // check for obstructions if(trace.fraction < 1.0f) { //std::cout<<"angle: "< 0.0f); if(onground) { newtrace(&trace, orient, newPosition, newPosition-Ogre::Vector3(0,0,sStepSize+4.0f), halfExtents, isInterior, engine); if(trace.fraction < 1.0f && getSlope(trace.planenormal) <= sMaxSlope) newPosition.z = trace.endpos.z + 2.0f; else onground = false; } physicActor->setOnGround(onground); physicActor->setVerticalForce(!onground ? clippedVelocity.z - time*627.2f : 0.0f); physicActor->enableCollisions(true); return newPosition; } }; PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) : mRender(_rend), mEngine(0) { // Create physics. shapeLoader is deleted by the physic engine NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader(); mEngine = new OEngine::Physic::PhysicEngine(shapeLoader); } PhysicsSystem::~PhysicsSystem() { delete mEngine; } OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine() { return mEngine; } std::pair PhysicsSystem::getFacedHandle (MWWorld::World& world, float queryDistance) { btVector3 dir(0, 1, 0); dir = dir.rotate(btVector3(1, 0, 0), mCameraData.pitch); dir = dir.rotate(btVector3(0, 0, 1), mCameraData.yaw); dir.setX(-dir.x()); btVector3 origin(mCameraData.eyepos.x, mCameraData.eyepos.y, mCameraData.eyepos.z); origin += dir * 5; btVector3 dest = origin + dir * queryDistance; std::pair result; /*auto*/ result = mEngine->rayTest(origin, dest); result.second *= queryDistance; return std::make_pair (result.second, result.first); } std::vector < std::pair > PhysicsSystem::getFacedHandles (float queryDistance) { btVector3 dir(0, 1, 0); dir = dir.rotate(btVector3(1, 0, 0), mCameraData.pitch); dir = dir.rotate(btVector3(0, 0, 1), mCameraData.yaw); dir.setX(-dir.x()); btVector3 origin(mCameraData.eyepos.x, mCameraData.eyepos.y, mCameraData.eyepos.z); origin += dir * 5; btVector3 dest = origin + dir * queryDistance; std::vector < std::pair > results; /* auto */ results = mEngine->rayTest2(origin, dest); std::vector < std::pair >::iterator i; for (/* auto */ i = results.begin (); i != results.end (); ++i) i->first *= queryDistance; return results; } std::vector < std::pair > PhysicsSystem::getFacedHandles (float mouseX, float mouseY, float queryDistance) { Ray ray = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY); Ogre::Vector3 from = ray.getOrigin(); Ogre::Vector3 to = ray.getPoint(queryDistance); btVector3 _from, _to; _from = btVector3(from.x, from.y, from.z); _to = btVector3(to.x, to.y, to.z); std::vector < std::pair > results; /* auto */ results = mEngine->rayTest2(_from,_to); std::vector < std::pair >::iterator i; for (/* auto */ i = results.begin (); i != results.end (); ++i) i->first *= queryDistance; return results; } void PhysicsSystem::setCurrentWater(bool hasWater, int waterHeight) { // TODO: store and use } btVector3 PhysicsSystem::getRayPoint(float extent) { //get a ray pointing to the center of the viewport Ray centerRay = mRender.getCamera()->getCameraToViewportRay( mRender.getViewport()->getWidth()/2, mRender.getViewport()->getHeight()/2); btVector3 result(centerRay.getPoint(extent).x,centerRay.getPoint(extent).y,centerRay.getPoint(extent).z); return result; } btVector3 PhysicsSystem::getRayPoint(float extent, float mouseX, float mouseY) { //get a ray pointing to the center of the viewport Ray centerRay = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY); btVector3 result(centerRay.getPoint(extent).x,centerRay.getPoint(extent).y,centerRay.getPoint(extent).z); return result; } bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to, bool raycastingObjectOnly,bool ignoreHeightMap) { btVector3 _from, _to; _from = btVector3(from.x, from.y, from.z); _to = btVector3(to.x, to.y, to.z); std::pair result = mEngine->rayTest(_from, _to, raycastingObjectOnly,ignoreHeightMap); return !(result.first == ""); } std::pair PhysicsSystem::castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len) { Ogre::Ray ray = Ogre::Ray(orig, dir); Ogre::Vector3 to = ray.getPoint(len); btVector3 btFrom = btVector3(orig.x, orig.y, orig.z); btVector3 btTo = btVector3(to.x, to.y, to.z); std::pair test = mEngine->rayTest(btFrom, btTo); if (test.second == -1) { return std::make_pair(false, Ogre::Vector3()); } return std::make_pair(true, ray.getPoint(len * test.second)); } std::pair PhysicsSystem::castRay(float mouseX, float mouseY) { Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay( mouseX, mouseY); Ogre::Vector3 from = ray.getOrigin(); Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable btVector3 _from, _to; _from = btVector3(from.x, from.y, from.z); _to = btVector3(to.x, to.y, to.z); std::pair result = mEngine->rayTest(_from, _to); if (result.first == "") return std::make_pair(false, Ogre::Vector3()); else { return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable } } std::vector PhysicsSystem::getCollisions(const Ptr &ptr) { return mEngine->getCollisions(ptr.getRefData().getBaseNode()->getName()); } Ogre::Vector3 PhysicsSystem::move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time, bool gravity) { return MovementSolver::move(ptr, movement, time, gravity, mEngine); } Ogre::Vector3 PhysicsSystem::traceDown(const MWWorld::Ptr &ptr) { return MovementSolver::traceDown(ptr, mEngine); } void PhysicsSystem::addHeightField (float* heights, int x, int y, float yoffset, float triSize, float sqrtVerts) { mEngine->addHeightField(heights, x, y, yoffset, triSize, sqrtVerts); } void PhysicsSystem::removeHeightField (int x, int y) { mEngine->removeHeightField(x, y); } void PhysicsSystem::addObject (const Ptr& ptr, bool placeable) { std::string mesh = MWWorld::Class::get(ptr).getModel(ptr); Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); handleToMesh[node->getName()] = mesh; OEngine::Physic::RigidBody* body = mEngine->createAndAdjustRigidBody( mesh, node->getName(), node->getScale().x, node->getPosition(), node->getOrientation(), 0, 0, false, placeable); OEngine::Physic::RigidBody* raycastingBody = mEngine->createAndAdjustRigidBody( mesh, node->getName(), node->getScale().x, node->getPosition(), node->getOrientation(), 0, 0, true, placeable); mEngine->addRigidBody(body, true, raycastingBody); } void PhysicsSystem::addActor (const Ptr& ptr) { std::string mesh = MWWorld::Class::get(ptr).getModel(ptr); Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); //TODO:optimize this. Searching the std::map isn't very efficient i think. mEngine->addCharacter(node->getName(), mesh, node->getPosition(), node->getScale().x, node->getOrientation()); } void PhysicsSystem::removeObject (const std::string& handle) { //TODO:check if actor??? mEngine->removeCharacter(handle); mEngine->removeRigidBody(handle); mEngine->deleteRigidBody(handle); } void PhysicsSystem::moveObject (const Ptr& ptr) { Ogre::SceneNode *node = ptr.getRefData().getBaseNode(); const std::string &handle = node->getName(); const Ogre::Vector3 &position = node->getPosition(); if(OEngine::Physic::RigidBody *body = mEngine->getRigidBody(handle)) body->getWorldTransform().setOrigin(btVector3(position.x,position.y,position.z)); if(OEngine::Physic::RigidBody *body = mEngine->getRigidBody(handle, true)) body->getWorldTransform().setOrigin(btVector3(position.x,position.y,position.z)); if(OEngine::Physic::PhysicActor *physact = mEngine->getCharacter(handle)) physact->setPosition(position); } void PhysicsSystem::rotateObject (const Ptr& ptr) { Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); const std::string &handle = node->getName(); const Ogre::Quaternion &rotation = node->getOrientation(); if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle)) { //Needs to be changed act->setRotation(rotation); } if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle)) { if(dynamic_cast(body->getCollisionShape()) == NULL) body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w)); else mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, node->getPosition(), rotation); } if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle, true)) { if(dynamic_cast(body->getCollisionShape()) == NULL) body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w)); else mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, node->getPosition(), rotation); } } void PhysicsSystem::scaleObject (const Ptr& ptr) { Ogre::SceneNode* node = ptr.getRefData().getBaseNode(); const std::string &handle = node->getName(); if(handleToMesh.find(handle) != handleToMesh.end()) { bool placeable = false; if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle,true)) placeable = body->mPlaceable; else if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle,false)) placeable = body->mPlaceable; removeObject(handle); addObject(ptr, placeable); } if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle)) act->setScale(node->getScale().x); } bool PhysicsSystem::toggleCollisionMode() { for(std::map::iterator it = mEngine->mActorMap.begin(); it != mEngine->mActorMap.end();it++) { if (it->first=="player") { OEngine::Physic::PhysicActor* act = it->second; bool cmode = act->getCollisionMode(); if(cmode) { act->enableCollisions(false); return false; } else { act->enableCollisions(true); return true; } } } throw std::logic_error ("can't find player"); } bool PhysicsSystem::getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max) { std::string model = MWWorld::Class::get(ptr).getModel(ptr); if (model.empty()) { return false; } btVector3 btMin, btMax; float scale = ptr.getCellRef().mScale; mEngine->getObjectAABB(model, scale, btMin, btMax); min.x = btMin.x(); min.y = btMin.y(); min.z = btMin.z(); max.x = btMax.x(); max.y = btMax.y(); max.z = btMax.z(); return true; } void PhysicsSystem::updateCameraData(const Ogre::Vector3 &eyepos, float pitch, float yaw) { mCameraData.eyepos = eyepos; mCameraData.pitch = pitch; mCameraData.yaw = yaw; } }