forked from teamnwah/openmw-tes3coop
Restore the isOnGround hack
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parent
ccd95419e5
commit
f88079fddd
3 changed files with 40 additions and 36 deletions
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@ -798,6 +798,43 @@ namespace MWPhysics
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return !result.mHit;
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}
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// physactor->getOnGround() is not a reliable indicator of whether the actor
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// is on the ground (defaults to false, which means code blocks such as
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// CharacterController::update() may falsely detect "falling").
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//
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// Also, collisions can move z position slightly off zero, giving a false
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// indication. In order to reduce false detection of jumping, small distance
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// below the actor is detected and ignored. A value of 1.5 is used here, but
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// something larger may be more suitable. This change should resolve Bug#1271.
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//
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// TODO: There might be better places to update PhysicActor::mOnGround.
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bool PhysicsSystem::isOnGround(const MWWorld::Ptr &actor)
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{
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Actor* physactor = getActor(actor);
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if(!physactor)
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return false;
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if(physactor->getOnGround())
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return true;
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else
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{
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osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
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ActorTracer tracer;
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// a small distance above collision object is considered "on ground"
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tracer.findGround(physactor,
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pos,
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pos - osg::Vec3f(0, 0, 1.5f), // trace a small amount down
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mCollisionWorld);
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if(tracer.mFraction < 1.0f) // collision, must be close to something below
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{
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physactor->setOnGround(true);
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return true;
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}
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else
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return false;
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}
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}
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class ContactTestResultCallback : public btCollisionWorld::ContactResultCallback
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{
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public:
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@ -104,6 +104,8 @@ namespace MWPhysics
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/// Return true if actor1 can see actor2.
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bool getLineOfSight(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2);
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bool isOnGround (const MWWorld::Ptr& actor);
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/// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will
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/// be overwritten. Valid until the next call to applyQueuedMovement.
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void queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &velocity);
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@ -2022,44 +2022,9 @@ namespace MWWorld
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return pos.z < cell->getWaterLevel();
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}
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// physactor->getOnGround() is not a reliable indicator of whether the actor
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// is on the ground (defaults to false, which means code blocks such as
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// CharacterController::update() may falsely detect "falling").
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//
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// Also, collisions can move z position slightly off zero, giving a false
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// indication. In order to reduce false detection of jumping, small distance
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// below the actor is detected and ignored. A value of 1.5 is used here, but
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// something larger may be more suitable. This change should resolve Bug#1271.
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//
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// TODO: There might be better places to update PhysicActor::mOnGround.
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bool World::isOnGround(const MWWorld::Ptr &ptr) const
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{
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MWPhysics::Actor* physactor = mPhysics->getActor(ptr);
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if(!physactor)
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return false;
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return physactor->getOnGround();
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/*
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if(physactor->getOnGround())
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return true;
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else
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{
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Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
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OEngine::Physic::ActorTracer tracer;
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// a small distance above collision object is considered "on ground"
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tracer.findGround(physactor,
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pos,
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pos - Ogre::Vector3(0, 0, 1.5f), // trace a small amount down
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mPhysEngine);
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if(tracer.mFraction < 1.0f) // collision, must be close to something below
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{
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physactor->setOnGround(true);
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return true;
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}
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else
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return false;
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}
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*/
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return mPhysics->isOnGround(ptr);
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}
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void World::togglePOV()
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