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506824cb9d
* Do not copy with allocations. * Remove unused DeepestNotMeContactTestResultCallback. * Avoid using pointers which should not be nullptr. * Move constructors implementation to headers. * Move types defined in .cpp are to unnamed namespace. * Comment unused arguments. * Avoid C-style casts.
102 lines
4.4 KiB
C++
102 lines
4.4 KiB
C++
#include "actorconvexcallback.hpp"
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#include "collisiontype.hpp"
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#include "contacttestwrapper.h"
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#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
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#include <components/misc/convert.hpp>
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#include "projectile.hpp"
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namespace MWPhysics
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{
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namespace
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{
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struct ActorOverlapTester : public btCollisionWorld::ContactResultCallback
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{
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bool mOverlapping = false;
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btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* /*colObj0Wrap*/,
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int /*partId0*/, int /*index0*/, const btCollisionObjectWrapper* /*colObj1Wrap*/, int /*partId1*/,
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int /*index1*/) override
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{
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if (cp.getDistance() <= 0.0f)
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mOverlapping = true;
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return 1;
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}
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};
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}
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btScalar ActorConvexCallback::addSingleResult(
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btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace)
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{
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if (convexResult.m_hitCollisionObject == mMe)
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return 1;
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// override data for actor-actor collisions
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// vanilla Morrowind seems to make overlapping actors collide as though they are both cylinders with a diameter
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// of the distance between them For some reason this doesn't work as well as it should when using capsules, but
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// it still helps a lot.
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if (convexResult.m_hitCollisionObject->getBroadphaseHandle()->m_collisionFilterGroup == CollisionType_Actor)
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{
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ActorOverlapTester isOverlapping;
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// FIXME: This is absolutely terrible and bullet should feel terrible for not making contactPairTest
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// const-correct.
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ContactTestWrapper::contactPairTest(const_cast<btCollisionWorld*>(mWorld),
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const_cast<btCollisionObject*>(mMe), const_cast<btCollisionObject*>(convexResult.m_hitCollisionObject),
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isOverlapping);
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if (isOverlapping.mOverlapping)
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{
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auto originA = Misc::Convert::toOsg(mMe->getWorldTransform().getOrigin());
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auto originB = Misc::Convert::toOsg(convexResult.m_hitCollisionObject->getWorldTransform().getOrigin());
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osg::Vec3f motion = Misc::Convert::toOsg(mMotion);
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osg::Vec3f normal = (originA - originB);
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normal.z() = 0;
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normal.normalize();
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// only collide if horizontally moving towards the hit actor (note: the motion vector appears to be
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// inverted)
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// FIXME: This kinda screws with standing on actors that walk up slopes for some reason. Makes you fall
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// through them. It happens in vanilla Morrowind too, but much less often. I tried hunting down why but
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// couldn't figure it out. Possibly a stair stepping or ground ejection bug.
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if (normal * motion > 0.0f)
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{
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convexResult.m_hitFraction = 0.0f;
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convexResult.m_hitNormalLocal = Misc::Convert::toBullet(normal);
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return ClosestConvexResultCallback::addSingleResult(convexResult, true);
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}
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else
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{
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return 1;
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}
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}
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}
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if (convexResult.m_hitCollisionObject->getBroadphaseHandle()->m_collisionFilterGroup
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== CollisionType_Projectile)
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{
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auto* projectileHolder = static_cast<Projectile*>(convexResult.m_hitCollisionObject->getUserPointer());
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if (!projectileHolder->isActive())
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return 1;
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if (projectileHolder->isValidTarget(mMe))
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projectileHolder->hit(mMe, convexResult.m_hitPointLocal, convexResult.m_hitNormalLocal);
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return 1;
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}
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btVector3 hitNormalWorld;
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if (normalInWorldSpace)
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hitNormalWorld = convexResult.m_hitNormalLocal;
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else
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{
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/// need to transform normal into worldspace
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hitNormalWorld
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= convexResult.m_hitCollisionObject->getWorldTransform().getBasis() * convexResult.m_hitNormalLocal;
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}
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// dot product of the motion vector against the collision contact normal
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btScalar dotCollision = mMotion.dot(hitNormalWorld);
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if (dotCollision <= mMinCollisionDot)
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return 1;
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return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
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}
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}
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