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91b3926a49
Change order of traversal simulation step to make it rare enough to be parallelizable Before: for actor in actors: repeat numstep: solve(actor) After: repeat numstep: for actor in actors: solve(actor) Introduce struct ActorFrameData to pack all data that is necessary for the solver
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
#ifndef OPENMW_MWPHYSICS_MOVEMENTSOLVER_H
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#define OPENMW_MWPHYSICS_MOVEMENTSOLVER_H
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#include <map>
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#include <osg/Vec3f>
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class btCollisionWorld;
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWPhysics
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{
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class Actor;
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struct ActorFrameData;
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struct WorldFrameData;
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class MovementSolver
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{
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private:
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///Project a vector u on another vector v
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static inline osg::Vec3f project(const osg::Vec3f& u, const osg::Vec3f &v)
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{
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return v * (u * v);
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// ^ dot product
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}
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///Helper for computing the character sliding
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static inline osg::Vec3f slide(const osg::Vec3f& direction, const osg::Vec3f &planeNormal)
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{
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return direction - project(direction, planeNormal);
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}
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public:
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static osg::Vec3f traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, Actor* actor, btCollisionWorld* collisionWorld, float maxHeight);
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static void move(ActorFrameData& actor, float time, const btCollisionWorld* collisionWorld, WorldFrameData& worldData);
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};
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}
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#endif
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