forked from teamnwah/openmw-tes3coop
Partially revert 682f30ef9c
This change made dead netch fall through the floor, because the animation moves the creature *below* its external collision box.
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75f11f781c
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66925be440
1 changed files with 10 additions and 6 deletions
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@ -240,8 +240,6 @@ namespace MWPhysics
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const ESM::Position& refpos = ptr.getRefData().getPosition();
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osg::Vec3f position(refpos.asVec3());
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float collisionShapeOffset = physicActor->getPosition().z() - position.z();
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// Early-out for totally static creatures
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// (Not sure if gravity should still apply?)
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if (!ptr.getClass().isMobile(ptr))
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@ -258,11 +256,17 @@ namespace MWPhysics
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}
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btCollisionObject *colobj = physicActor->getCollisionObject();
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position.z() += collisionShapeOffset;
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osg::Vec3f halfExtents = physicActor->getHalfExtents();
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// NOTE: here we don't account for the collision box translation (i.e. physicActor->getPosition() - refpos.pos).
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// That means the collision shape used for moving this actor is in a different spot than the collision shape
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// other actors are using to collide against this actor.
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// While this is strictly speaking wrong, it's needed for MW compatibility.
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position.z() += halfExtents.z();
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static const float fSwimHeightScale = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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.find("fSwimHeightScale")->getFloat();
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float swimlevel = waterlevel + collisionShapeOffset - (physicActor->getRenderingHalfExtents().z() * 2 * fSwimHeightScale);
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float swimlevel = waterlevel + halfExtents.z() - (physicActor->getRenderingHalfExtents().z() * 2 * fSwimHeightScale);
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ActorTracer tracer;
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osg::Vec3f inertia = physicActor->getInertialForce();
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@ -370,7 +374,7 @@ namespace MWPhysics
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{
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// don't let pure water creatures move out of water after stepMove
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if (ptr.getClass().isPureWaterCreature(ptr)
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&& newPosition.z() + physicActor->getHalfExtents().z() > waterlevel)
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&& newPosition.z() + halfExtents.z() > waterlevel)
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newPosition = oldPosition;
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}
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else
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@ -451,7 +455,7 @@ namespace MWPhysics
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}
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physicActor->setOnGround(isOnGround);
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newPosition.z() -= collisionShapeOffset; // remove what was added at the beginning
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newPosition.z() -= halfExtents.z(); // remove what was added at the beginning
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return newPosition;
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}
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};
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