forked from teamnwah/openmw-tes3coop
Add proper air movement mechanics (Fixes #2077)
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2 changed files with 14 additions and 29 deletions
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@ -1496,12 +1496,12 @@ void CharacterController::update(float duration)
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forcestateupdate = (mJumpState != JumpState_InAir);
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mJumpState = JumpState_InAir;
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// This is a guess. All that seems to be known is that "While the player is in the
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// air, fJumpMoveBase and fJumpMoveMult governs air control". What does fJumpMoveMult do?
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static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
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vec.x *= fJumpMoveBase;
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vec.y *= fJumpMoveBase;
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static const float fJumpMoveMult = gmst.find("fJumpMoveMult")->getFloat();
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float factor = fJumpMoveBase + fJumpMoveMult * mPtr.getClass().getSkill(mPtr, ESM::Skill::Acrobatics)/100.f;
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factor = std::min(1.f, factor);
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vec.x *= factor;
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vec.y *= factor;
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vec.z = 0.0f;
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}
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else if(vec.z > 0.0f && mJumpState == JumpState_None)
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@ -289,7 +289,7 @@ namespace MWWorld
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// Reset per-frame data
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physicActor->setWalkingOnWater(false);
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/* Anything to collide with? */
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// Anything to collide with?
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if(!physicActor->getCollisionMode())
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{
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return position + (Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
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@ -317,12 +317,11 @@ namespace MWWorld
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*/
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OEngine::Physic::ActorTracer tracer;
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Ogre::Vector3 inertia(0.0f);
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Ogre::Vector3 inertia = physicActor->getInertialForce();
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Ogre::Vector3 velocity;
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if(position.z < waterlevel || isFlying) // under water by 3/4 or can fly
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if(position.z < waterlevel || isFlying)
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{
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// TODO: Shouldn't water have higher drag in calculating velocity?
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velocity = (Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z)*
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Ogre::Quaternion(Ogre::Radian(refpos.rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X)) * movement;
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}
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@ -330,25 +329,12 @@ namespace MWWorld
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{
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velocity = Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) * movement;
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// not in water nor can fly, so need to deal with gravity
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if(!physicActor->getOnGround()) // if current OnGround status is false, must be falling or jumping
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if (velocity.z > 0.f)
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inertia = velocity;
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if(!physicActor->getOnGround())
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{
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// If falling or jumping up, add part of the incoming velocity with the current inertia,
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// but don't allow increasing inertia beyond actor's speed (except on the initial jump impulse)
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float actorSpeed = ptr.getClass().getSpeed(ptr);
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float cap = std::max(actorSpeed, Ogre::Vector2(physicActor->getInertialForce().x, physicActor->getInertialForce().y).length());
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Ogre::Vector3 newVelocity = velocity + physicActor->getInertialForce();
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if (Ogre::Vector2(newVelocity.x, newVelocity.y).squaredLength() > cap*cap)
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{
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velocity = newVelocity;
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float speedXY = Ogre::Vector2(velocity.x, velocity.y).length();
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velocity.x *= cap / speedXY;
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velocity.y *= cap / speedXY;
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}
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else
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velocity = newVelocity;
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velocity = velocity + physicActor->getInertialForce();
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}
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inertia = velocity; // NOTE: velocity is for z axis only in this code block
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}
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ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
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@ -371,7 +357,6 @@ namespace MWWorld
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float remainingTime = time;
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for(int iterations = 0; iterations < sMaxIterations && remainingTime > 0.01f; ++iterations)
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{
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// NOTE: velocity is either z axis only or x & z axis
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Ogre::Vector3 nextpos = newPosition + velocity * remainingTime;
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// If not able to fly, don't allow to swim up into the air
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@ -482,7 +467,7 @@ namespace MWWorld
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// so that we do not stay suspended in air indefinitely.
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if (tracer.mFraction < 1.0f && tracer.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup == OEngine::Physic::CollisionType_Actor)
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{
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if (Ogre::Vector3(inertia.x, inertia.y, 0).squaredLength() < 100.f*100.f)
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if (Ogre::Vector3(velocity.x, velocity.y, 0).squaredLength() < 100.f*100.f)
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{
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btVector3 aabbMin, aabbMax;
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tracer.mHitObject->getCollisionShape()->getAabb(tracer.mHitObject->getWorldTransform(), aabbMin, aabbMax);
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@ -508,7 +493,7 @@ namespace MWWorld
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}
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physicActor->setOnGround(isOnGround);
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newPosition.z -= halfExtents.z; // remove what was added at the beggining
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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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