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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-30 21:32:42 +00:00
elsid 8b8e4f78b6
Support cylinder and rotating box collision shape types for actors
Cylinder collision shape should give the best consistency between physics
simulation and pathfinding. Rotating box is already used by some actors, so
add it to have the same collision shape type for all actors.
2022-07-30 14:28:21 +02:00

216 lines
6.4 KiB
C++

#ifndef OPENMW_MWPHYSICS_ACTOR_H
#define OPENMW_MWPHYSICS_ACTOR_H
#include <memory>
#include <mutex>
#include "ptrholder.hpp"
#include <components/detournavigator/collisionshapetype.hpp>
#include <LinearMath/btTransform.h>
#include <osg/Vec3f>
#include <osg/Quat>
class btCollisionShape;
class btCollisionObject;
class btCollisionWorld;
class btConvexShape;
namespace Resource
{
class BulletShape;
}
namespace MWPhysics
{
class PhysicsTaskScheduler;
class Actor final : public PtrHolder
{
public:
Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler,
bool canWaterWalk, DetourNavigator::CollisionShapeType collisionShapeType);
~Actor() override;
/**
* Sets the collisionMode for this actor. If disabled, the actor can fly and clip geometry.
*/
void enableCollisionMode(bool collision);
bool getCollisionMode() const
{
return mInternalCollisionMode;
}
btConvexShape* getConvexShape() const { return mConvexShape; }
/**
* Enables or disables the *external* collision body. If disabled, other actors will not collide with this actor.
*/
void enableCollisionBody(bool collision);
void updateScale();
void setRotation(osg::Quat quat);
/**
* Return true if the collision shape looks the same no matter how its Z rotated.
*/
bool isRotationallyInvariant() const;
/**
* Used by the physics simulation to store the simulation result. Used in conjunction with mWorldPosition
* to account for e.g. scripted movements
*/
void setSimulationPosition(const osg::Vec3f& position);
void updateCollisionObjectPosition();
/**
* Returns the half extents of the collision body (scaled according to collision scale)
*/
osg::Vec3f getHalfExtents() const;
/**
* Returns the half extents of the collision body (not scaled)
*/
osg::Vec3f getOriginalHalfExtents() const;
/**
* Returns the position of the collision body
* @note The collision shape's origin is in its center, so the position returned can be described as center of the actor collision box in world space.
*/
osg::Vec3f getCollisionObjectPosition() const;
/**
* Store the current position into mPreviousPosition, then move to this position.
* Returns true if the new position is different.
*/
bool setPosition(const osg::Vec3f& position);
// force set actor position to be as in Ptr::RefData
void updatePosition();
// register a position offset that will be applied during simulation.
void adjustPosition(const osg::Vec3f& offset);
// apply position offset. Can't be called during simulation
void applyOffsetChange();
/**
* Returns the half extents of the collision body (scaled according to rendering scale)
* @note The reason we need this extra method is because of an inconsistency in MW - NPC race scales aren't applied to the collision shape,
* most likely to make environment collision testing easier. However in some cases (swimming level) we want the actual scale.
*/
osg::Vec3f getRenderingHalfExtents() const;
/**
* Sets the current amount of inertial force (incl. gravity) affecting this physic actor
*/
void setInertialForce(const osg::Vec3f &force);
/**
* Gets the current amount of inertial force (incl. gravity) affecting this physic actor
*/
const osg::Vec3f &getInertialForce() const
{
return mForce;
}
void setOnGround(bool grounded);
bool getOnGround() const { return mOnGround; }
void setOnSlope(bool slope);
bool getOnSlope() const { return mOnSlope; }
/// Sets whether this actor should be able to collide with the water surface
void setCanWaterWalk(bool waterWalk);
/// Sets whether this actor has been walking on the water surface in the last frame
void setWalkingOnWater(bool walkingOnWater);
bool isWalkingOnWater() const;
MWWorld::Ptr getStandingOnPtr() const;
void setStandingOnPtr(const MWWorld::Ptr& ptr);
unsigned int getStuckFrames() const
{
return mStuckFrames;
}
void setStuckFrames(unsigned int frames)
{
mStuckFrames = frames;
}
const osg::Vec3f &getLastStuckPosition() const
{
return mLastStuckPosition;
}
void setLastStuckPosition(osg::Vec3f position)
{
mLastStuckPosition = position;
}
bool canMoveToWaterSurface(float waterlevel, const btCollisionWorld* world) const;
bool isActive() const { return mActive; }
void setActive(bool value) { mActive = value; }
DetourNavigator::CollisionShapeType getCollisionShapeType() const { return mCollisionShapeType; }
private:
MWWorld::Ptr mStandingOnPtr;
/// Removes then re-adds the collision object to the dynamics world
void updateCollisionMask();
void addCollisionMask(int collisionMask);
int getCollisionMask() const;
/// Returns the mesh translation, scaled and rotated as necessary
osg::Vec3f getScaledMeshTranslation() const;
bool mCanWaterWalk;
bool mWalkingOnWater;
bool mRotationallyInvariant;
DetourNavigator::CollisionShapeType mCollisionShapeType;
std::unique_ptr<btCollisionShape> mShape;
btConvexShape* mConvexShape;
osg::Vec3f mMeshTranslation;
osg::Vec3f mOriginalHalfExtents;
osg::Vec3f mHalfExtents;
osg::Vec3f mRenderingHalfExtents;
osg::Quat mRotation;
osg::Vec3f mScale;
osg::Vec3f mPositionOffset;
bool mWorldPositionChanged;
bool mSkipSimulation;
mutable std::mutex mPositionMutex;
unsigned int mStuckFrames;
osg::Vec3f mLastStuckPosition;
osg::Vec3f mForce;
bool mOnGround;
bool mOnSlope;
bool mInternalCollisionMode;
bool mExternalCollisionMode;
bool mActive;
PhysicsTaskScheduler* mTaskScheduler;
Actor(const Actor&);
Actor& operator=(const Actor&);
};
}
#endif