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OpenMW/apps/openmw/mwphysics/actor.cpp
2022-02-24 00:49:40 +01:00

291 lines
8.1 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 "trace.h"
#include <cmath>
namespace MWPhysics
{
Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler, bool canWaterWalk)
: mStandingOnPtr(nullptr), mCanWaterWalk(canWaterWalk), mWalkingOnWater(false)
, mMeshTranslation(shape->mCollisionBox.mCenter), mOriginalHalfExtents(shape->mCollisionBox.mExtents)
, mStuckFrames(0), mLastStuckPosition{0, 0, 0}
, 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() && mOriginalHalfExtents.length2() == 0.f)
{
if (shape->mCollisionShape)
{
btTransform transform;
transform.setIdentity();
btVector3 min;
btVector3 max;
shape->mCollisionShape->getAabb(transform, min, max);
mOriginalHalfExtents.x() = (max[0] - min[0])/2.f;
mOriginalHalfExtents.y() = (max[1] - min[1])/2.f;
mOriginalHalfExtents.z() = (max[2] - min[2])/2.f;
mMeshTranslation = osg::Vec3f(0.f, 0.f, mOriginalHalfExtents.z());
}
if (mOriginalHalfExtents.length2() == 0.f)
Log(Debug::Error) << "Error: Failed to calculate bounding box for actor \"" << ptr.getCellRef().getRefId() << "\".";
}
mShape.reset(new btBoxShape(Misc::Convert::toBullet(mOriginalHalfExtents)));
mRotationallyInvariant = (mMeshTranslation.x() == 0.0 && mMeshTranslation.y() == 0.0) && std::fabs(mOriginalHalfExtents.x() - mOriginalHalfExtents.y()) < 2.2;
mConvexShape = static_cast<btConvexShape*>(mShape.get());
mConvexShape->setMargin(0.001); // make sure bullet isn't using the huge default convex shape margin of 0.04
mCollisionObject = std::make_unique<btCollisionObject>();
mCollisionObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
mCollisionObject->setActivationState(DISABLE_DEACTIVATION);
mCollisionObject->setCollisionShape(mShape.get());
mCollisionObject->setUserPointer(this);
updateScale();
if(!mRotationallyInvariant)
setRotation(mPtr.getRefData().getBaseNode()->getAttitude());
updatePosition();
addCollisionMask(getCollisionMask());
updateCollisionObjectPosition();
}
Actor::~Actor()
{
mTaskScheduler->removeCollisionObject(mCollisionObject.get());
}
void Actor::enableCollisionMode(bool collision)
{
mInternalCollisionMode = collision;
}
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);
const auto worldPosition = mPtr.getRefData().getPosition().asVec3();
mPreviousPosition = worldPosition;
mPosition = worldPosition;
mSimulationPosition = worldPosition;
mPositionOffset = osg::Vec3f();
mStandingOnPtr = nullptr;
mSkipSimulation = true;
}
void Actor::setSimulationPosition(const osg::Vec3f& position)
{
if (!std::exchange(mSkipSimulation, false))
mSimulationPosition = position;
}
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 newPosition = getScaledMeshTranslation() + mPosition;
auto& trans = mCollisionObject->getWorldTransform();
trans.setOrigin(Misc::Convert::toBullet(newPosition));
trans.setRotation(Misc::Convert::toBullet(mRotation));
mCollisionObject->setWorldTransform(trans);
mWorldPositionChanged = false;
}
osg::Vec3f Actor::getCollisionObjectPosition() const
{
std::scoped_lock lock(mPositionMutex);
return getScaledMeshTranslation() + mPosition;
}
bool Actor::setPosition(const osg::Vec3f& position)
{
std::scoped_lock lock(mPositionMutex);
applyOffsetChange();
bool hasChanged = (mPosition.operator!=(position) && !mSkipSimulation) || mWorldPositionChanged;
if (!mSkipSimulation)
{
mPreviousPosition = mPosition;
mPosition = position;
}
return hasChanged;
}
void Actor::adjustPosition(const osg::Vec3f& offset)
{
std::scoped_lock lock(mPositionMutex);
mPositionOffset += offset;
}
void Actor::applyOffsetChange()
{
if (mPositionOffset.length() == 0)
return;
mPosition += mPositionOffset;
mPreviousPosition += mPositionOffset;
mSimulationPosition += mPositionOffset;
mPositionOffset = osg::Vec3f();
mWorldPositionChanged = true;
}
void Actor::setRotation(osg::Quat quat)
{
std::scoped_lock lock(mPositionMutex);
mRotation = quat;
}
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;
mHalfExtents = osg::componentMultiply(mOriginalHalfExtents, scaleVec);
scaleVec = osg::Vec3f(scale,scale,scale);
mPtr.getClass().adjustScale(mPtr, scaleVec, true);
mRenderingHalfExtents = osg::componentMultiply(mOriginalHalfExtents, scaleVec);
}
osg::Vec3f Actor::getHalfExtents() const
{
return mHalfExtents;
}
osg::Vec3f Actor::getOriginalHalfExtents() const
{
return mOriginalHalfExtents;
}
osg::Vec3f Actor::getRenderingHalfExtents() const
{
return mRenderingHalfExtents;
}
void Actor::setInertialForce(const osg::Vec3f &force)
{
mForce = force;
}
void Actor::setOnGround(bool grounded)
{
mOnGround = grounded;
}
void Actor::setOnSlope(bool slope)
{
mOnSlope = slope;
}
bool Actor::isWalkingOnWater() const
{
return mWalkingOnWater;
}
void Actor::setWalkingOnWater(bool walkingOnWater)
{
mWalkingOnWater = walkingOnWater;
}
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;
}
bool Actor::canMoveToWaterSurface(float waterlevel, const btCollisionWorld* world) const
{
const float halfZ = getHalfExtents().z();
const osg::Vec3f actorPosition = getPosition();
const osg::Vec3f startingPosition(actorPosition.x(), actorPosition.y(), actorPosition.z() + halfZ);
const osg::Vec3f destinationPosition(actorPosition.x(), actorPosition.y(), waterlevel + halfZ);
MWPhysics::ActorTracer tracer;
tracer.doTrace(getCollisionObject(), startingPosition, destinationPosition, world);
return (tracer.mFraction >= 1.0f);
}
}