Make thrown projectiles rotate

new-script-api
Miloslav Číž 7 years ago
parent 36f4f0ef85
commit de42aa9d03

@ -316,6 +316,8 @@ namespace MWWorld
state.mIdArrow = projectile.getCellRef().getRefId();
state.mCasterHandle = actor;
state.mAttackStrength = attackStrength;
state.mThrown = projectile.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown;
state.mTime = 0.0;
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId());
MWWorld::Ptr ptr = ref.getPtr();
@ -453,12 +455,25 @@ namespace MWWorld
// gravity constant - must be way lower than the gravity affecting actors, since we're not
// simulating aerodynamics at all
it->mVelocity -= osg::Vec3f(0, 0, 627.2f * 0.1f) * duration;
it->mTime += duration;
osg::Vec3f pos(it->mNode->getPosition());
osg::Vec3f newPos = pos + it->mVelocity * duration;
osg::Quat orient;
orient.makeRotate(osg::Vec3f(0,1,0), it->mVelocity);
orient.set(
osg::Matrixd::rotate(it->mThrown ? -1 * it->mTime : 0.0,osg::Vec3f(0,0,1)) *
osg::Matrixd::rotate(osg::PI / 2.0,osg::Vec3f(0,1,0)) *
osg::Matrixd::rotate(-1 * osg::PI / 2.0,osg::Vec3f(1,0,0)) *
osg::Matrixd::inverse(
osg::Matrixd::lookAt(
osg::Vec3f(0,0,0),
it->mVelocity,
osg::Vec3f(0,0,1))
)
);
it->mNode->setAttitude(orient);
it->mNode->setPosition(newPos);

@ -112,6 +112,8 @@ namespace MWWorld
osg::Vec3f mVelocity;
float mAttackStrength;
float mTime;
bool mThrown;
};
std::vector<MagicBoltState> mMagicBolts;

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