mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-06 00:55:50 +00:00
290 lines
7.7 KiB
C++
290 lines
7.7 KiB
C++
#include "actor.hpp"
|
|
|
|
#include <BulletCollision/CollisionShapes/btBoxShape.h>
|
|
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
|
|
|
|
#include <components/sceneutil/positionattitudetransform.hpp>
|
|
#include <components/resource/bulletshape.hpp>
|
|
#include <components/debug/debuglog.hpp>
|
|
#include <components/misc/convert.hpp>
|
|
|
|
#include "../mwworld/class.hpp"
|
|
|
|
#include "collisiontype.hpp"
|
|
#include "mtphysics.hpp"
|
|
|
|
#include <cmath>
|
|
|
|
namespace MWPhysics
|
|
{
|
|
|
|
|
|
Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler)
|
|
: mStandingOnPtr(nullptr), mCanWaterWalk(false), mWalkingOnWater(false)
|
|
, mCollisionObject(nullptr), mMeshTranslation(shape->mCollisionBox.center), mHalfExtents(shape->mCollisionBox.extents)
|
|
, mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
|
|
, mInternalCollisionMode(true)
|
|
, mExternalCollisionMode(true)
|
|
, mTaskScheduler(scheduler)
|
|
{
|
|
mPtr = ptr;
|
|
|
|
// We can not create actor without collisions - he will fall through the ground.
|
|
// In this case we should autogenerate collision box based on mesh shape
|
|
// (NPCs have bodyparts and use a different approach)
|
|
if (!ptr.getClass().isNpc() && mHalfExtents.length2() == 0.f)
|
|
{
|
|
if (shape->mCollisionShape)
|
|
{
|
|
btTransform transform;
|
|
transform.setIdentity();
|
|
btVector3 min;
|
|
btVector3 max;
|
|
|
|
shape->mCollisionShape->getAabb(transform, min, max);
|
|
mHalfExtents.x() = (max[0] - min[0])/2.f;
|
|
mHalfExtents.y() = (max[1] - min[1])/2.f;
|
|
mHalfExtents.z() = (max[2] - min[2])/2.f;
|
|
|
|
mMeshTranslation = osg::Vec3f(0.f, 0.f, mHalfExtents.z());
|
|
}
|
|
|
|
if (mHalfExtents.length2() == 0.f)
|
|
Log(Debug::Error) << "Error: Failed to calculate bounding box for actor \"" << ptr.getCellRef().getRefId() << "\".";
|
|
}
|
|
|
|
mShape.reset(new btBoxShape(Misc::Convert::toBullet(mHalfExtents)));
|
|
mRotationallyInvariant = (mMeshTranslation.x() == 0.0 && mMeshTranslation.y() == 0.0) && std::fabs(mHalfExtents.x() - mHalfExtents.y()) < 2.2;
|
|
|
|
mConvexShape = static_cast<btConvexShape*>(mShape.get());
|
|
|
|
mCollisionObject.reset(new btCollisionObject);
|
|
mCollisionObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
mCollisionObject->setActivationState(DISABLE_DEACTIVATION);
|
|
mCollisionObject->setCollisionShape(mShape.get());
|
|
mCollisionObject->setUserPointer(this);
|
|
|
|
updateScale();
|
|
|
|
if(!mRotationallyInvariant)
|
|
updateRotation();
|
|
|
|
updatePosition();
|
|
addCollisionMask(getCollisionMask());
|
|
updateCollisionObjectPosition();
|
|
}
|
|
|
|
Actor::~Actor()
|
|
{
|
|
if (mCollisionObject)
|
|
mTaskScheduler->removeCollisionObject(mCollisionObject.get());
|
|
}
|
|
|
|
void Actor::enableCollisionMode(bool collision)
|
|
{
|
|
mInternalCollisionMode.store(collision, std::memory_order_release);
|
|
}
|
|
|
|
void Actor::enableCollisionBody(bool collision)
|
|
{
|
|
if (mExternalCollisionMode != collision)
|
|
{
|
|
mExternalCollisionMode = collision;
|
|
updateCollisionMask();
|
|
}
|
|
}
|
|
|
|
void Actor::addCollisionMask(int collisionMask)
|
|
{
|
|
mTaskScheduler->addCollisionObject(mCollisionObject.get(), CollisionType_Actor, collisionMask);
|
|
}
|
|
|
|
void Actor::updateCollisionMask()
|
|
{
|
|
mTaskScheduler->setCollisionFilterMask(mCollisionObject.get(), getCollisionMask());
|
|
}
|
|
|
|
int Actor::getCollisionMask() const
|
|
{
|
|
int collisionMask = CollisionType_World | CollisionType_HeightMap;
|
|
if (mExternalCollisionMode)
|
|
collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door;
|
|
if (mCanWaterWalk)
|
|
collisionMask |= CollisionType_Water;
|
|
return collisionMask;
|
|
}
|
|
|
|
void Actor::updatePosition()
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
updateWorldPosition();
|
|
mPreviousPosition = mWorldPosition;
|
|
mPosition = mWorldPosition;
|
|
mSimulationPosition = mWorldPosition;
|
|
mStandingOnPtr = nullptr;
|
|
mSkipSimulation = true;
|
|
}
|
|
|
|
void Actor::updateWorldPosition()
|
|
{
|
|
if (mWorldPosition != mPtr.getRefData().getPosition().asVec3())
|
|
mWorldPositionChanged = true;
|
|
mWorldPosition = mPtr.getRefData().getPosition().asVec3();
|
|
}
|
|
|
|
osg::Vec3f Actor::getWorldPosition() const
|
|
{
|
|
return mWorldPosition;
|
|
}
|
|
|
|
void Actor::setSimulationPosition(const osg::Vec3f& position)
|
|
{
|
|
if (!mSkipSimulation)
|
|
mSimulationPosition = position;
|
|
mSkipSimulation = false;
|
|
}
|
|
|
|
osg::Vec3f Actor::getSimulationPosition() const
|
|
{
|
|
return mSimulationPosition;
|
|
}
|
|
|
|
osg::Vec3f Actor::getScaledMeshTranslation() const
|
|
{
|
|
return mRotation * osg::componentMultiply(mMeshTranslation, mScale);
|
|
}
|
|
|
|
void Actor::updateCollisionObjectPosition()
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
mShape->setLocalScaling(Misc::Convert::toBullet(mScale));
|
|
osg::Vec3f scaledTranslation = mRotation * osg::componentMultiply(mMeshTranslation, mScale);
|
|
osg::Vec3f newPosition = scaledTranslation + mPosition;
|
|
mLocalTransform.setOrigin(Misc::Convert::toBullet(newPosition));
|
|
mLocalTransform.setRotation(Misc::Convert::toBullet(mRotation));
|
|
mCollisionObject->setWorldTransform(mLocalTransform);
|
|
mWorldPositionChanged = false;
|
|
}
|
|
|
|
osg::Vec3f Actor::getCollisionObjectPosition() const
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
return Misc::Convert::toOsg(mLocalTransform.getOrigin());
|
|
}
|
|
|
|
bool Actor::setPosition(const osg::Vec3f& position)
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
bool hasChanged = mPosition != position || mPositionOffset.length() != 0 || mWorldPositionChanged;
|
|
mPreviousPosition = mPosition + mPositionOffset;
|
|
mPosition = position + mPositionOffset;
|
|
mPositionOffset = osg::Vec3f();
|
|
return hasChanged;
|
|
}
|
|
|
|
void Actor::adjustPosition(const osg::Vec3f& offset)
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
mPositionOffset += offset;
|
|
}
|
|
|
|
osg::Vec3f Actor::getPosition() const
|
|
{
|
|
return mPosition;
|
|
}
|
|
|
|
osg::Vec3f Actor::getPreviousPosition() const
|
|
{
|
|
return mPreviousPosition;
|
|
}
|
|
|
|
void Actor::updateRotation ()
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
mRotation = mPtr.getRefData().getBaseNode()->getAttitude();
|
|
}
|
|
|
|
bool Actor::isRotationallyInvariant() const
|
|
{
|
|
return mRotationallyInvariant;
|
|
}
|
|
|
|
void Actor::updateScale()
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
float scale = mPtr.getCellRef().getScale();
|
|
osg::Vec3f scaleVec(scale,scale,scale);
|
|
|
|
mPtr.getClass().adjustScale(mPtr, scaleVec, false);
|
|
mScale = scaleVec;
|
|
|
|
scaleVec = osg::Vec3f(scale,scale,scale);
|
|
mPtr.getClass().adjustScale(mPtr, scaleVec, true);
|
|
mRenderingScale = scaleVec;
|
|
}
|
|
|
|
osg::Vec3f Actor::getHalfExtents() const
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
return osg::componentMultiply(mHalfExtents, mScale);
|
|
}
|
|
|
|
osg::Vec3f Actor::getOriginalHalfExtents() const
|
|
{
|
|
return mHalfExtents;
|
|
}
|
|
|
|
osg::Vec3f Actor::getRenderingHalfExtents() const
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
return osg::componentMultiply(mHalfExtents, mRenderingScale);
|
|
}
|
|
|
|
void Actor::setInertialForce(const osg::Vec3f &force)
|
|
{
|
|
mForce = force;
|
|
}
|
|
|
|
void Actor::setOnGround(bool grounded)
|
|
{
|
|
mOnGround.store(grounded, std::memory_order_release);
|
|
}
|
|
|
|
void Actor::setOnSlope(bool slope)
|
|
{
|
|
mOnSlope.store(slope, std::memory_order_release);
|
|
}
|
|
|
|
bool Actor::isWalkingOnWater() const
|
|
{
|
|
return mWalkingOnWater.load(std::memory_order_acquire);
|
|
}
|
|
|
|
void Actor::setWalkingOnWater(bool walkingOnWater)
|
|
{
|
|
mWalkingOnWater.store(walkingOnWater, std::memory_order_release);
|
|
}
|
|
|
|
void Actor::setCanWaterWalk(bool waterWalk)
|
|
{
|
|
if (waterWalk != mCanWaterWalk)
|
|
{
|
|
mCanWaterWalk = waterWalk;
|
|
updateCollisionMask();
|
|
}
|
|
}
|
|
|
|
MWWorld::Ptr Actor::getStandingOnPtr() const
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
return mStandingOnPtr;
|
|
}
|
|
|
|
void Actor::setStandingOnPtr(const MWWorld::Ptr& ptr)
|
|
{
|
|
std::scoped_lock lock(mPositionMutex);
|
|
mStandingOnPtr = ptr;
|
|
}
|
|
|
|
}
|