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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-29 09:32:45 +00:00
fredzio c795e0bce6 Some actors are supposed to spawn on an object that belongs to an adjacent cell.
Since actors can be active in 3x3 grid around the player, we need to
first load all objects in a 5x5 grid around the player.

Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and non-animated physics objects.

Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
2021-06-28 09:36:04 +02:00

304 lines
8.0 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)
, mVelocity(0,0,0), 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() && 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 = 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.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);
const auto worldPosition = mPtr.getRefData().getPosition().asVec3();
mPreviousPosition = worldPosition;
mPosition = worldPosition;
mSimulationPosition = worldPosition;
mPositionOffset = osg::Vec3f();
mStandingOnPtr = nullptr;
mSkipCollisions = true;
}
void Actor::setSimulationPosition(const osg::Vec3f& position)
{
mSimulationPosition = position;
}
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);
applyOffsetChange();
bool hasChanged = mPosition != position || mWorldPositionChanged;
mPreviousPosition = mPosition;
mPosition = position;
return hasChanged;
}
void Actor::adjustPosition(const osg::Vec3f& offset, bool ignoreCollisions)
{
std::scoped_lock lock(mPositionMutex);
mPositionOffset += offset;
mSkipCollisions = mSkipCollisions || ignoreCollisions;
}
void Actor::applyOffsetChange()
{
if (mPositionOffset.length() == 0)
return;
mPosition += mPositionOffset;
mPreviousPosition += mPositionOffset;
mSimulationPosition += mPositionOffset;
mPositionOffset = osg::Vec3f();
mWorldPositionChanged = true;
}
osg::Vec3f Actor::getPosition() const
{
return mPosition;
}
osg::Vec3f Actor::getPreviousPosition() const
{
return mPreviousPosition;
}
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;
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;
}
bool Actor::skipCollisions()
{
return std::exchange(mSkipCollisions, false);
}
void Actor::setVelocity(osg::Vec3f velocity)
{
mVelocity = velocity;
}
osg::Vec3f Actor::velocity()
{
return std::exchange(mVelocity, osg::Vec3f());
}
}