Chris Robinson
5d55b41714
Remove a now-unneeded(?) hack
2013-02-19 04:59:38 -08:00
Chris Robinson
89fabdb3a9
Update the PhysicActor's RigidBody when moving
...
This works, but is less than ideal. As it is now, the rigid body gets updated
twice as the position and rotation are set separately. They should instead be
updated together.
2013-02-19 04:18:15 -08:00
Chris Robinson
a510adc572
Allow stepping when not being affected by gravity
2013-02-19 02:25:57 -08:00
Chris Robinson
c694161272
Don't try to step if not on the ground
2013-02-19 01:28:02 -08:00
Chris Robinson
c965bd8e18
Increase step size to 30
2013-02-15 17:22:55 -08:00
Chris Robinson
c57001e3bd
Remove an unused field
2013-02-15 05:11:06 -08:00
Chris Robinson
18b606fddf
Use the PhysicActor's set/getOnGround method
2013-02-14 20:10:04 -08:00
Chris Robinson
15dc82f454
Increase step size to 15
2013-02-14 18:59:05 -08:00
Chris Robinson
a729b1b12a
Snap to the ground after moving
...
Depends on two factors:
* End up close enough above to a walkable plane (it's within sMaxStep units
down and is angled sMaxSlope or less)
* Started out on the ground without any upward movement
This also reduces the distance needed to be to the ground to 4 (from 10), and
ensures the actor is 2 units above the ground when on it. Downward force is
also removed when starting on the ground.
2013-02-14 18:34:51 -08:00
Chris Robinson
f5afa43db5
Remove an unneeded parameter
2013-02-07 17:45:41 -08:00
Chris Robinson
d47d2216f2
Use some const references where appropriate
2013-02-07 16:33:44 -08:00
Chris Robinson
cbdd459500
Remove unneeded playerMove from PhysicActor
2013-02-07 15:48:41 -08:00
Chris Robinson
ca6f8b6d88
Reorganize a bit of code in the movement solver
2013-02-07 13:18:16 -08:00
Chris Robinson
fe0e6c452d
Remove the unneeded playerMove object from PhysicsSystem
2013-02-07 12:11:10 -08:00
Chris Robinson
8de2d24d0e
Restore old ground check
2013-02-06 21:57:59 -08:00
Chris Robinson
e577ee2de8
Add a method to set/retrieve being on the ground
2013-02-06 21:44:58 -08:00
Chris Robinson
dfd16c4424
Fix movement rotations
2013-02-06 12:39:26 -08:00
Chris Robinson
9cf30f39bd
Don't apply gravity when swimming
2013-02-05 19:45:51 -08:00
Chris Robinson
e217a3d25c
Silence some console spam
2013-02-05 15:51:26 -08:00
Chris Robinson
ee3764e9b3
Increase max slope to 60. 45 is too low.
2013-02-05 15:07:48 -08:00
Chris Robinson
8c0bb1ff4d
Rotate movement in the movement solver
2013-02-05 14:02:14 -08:00
Chris Robinson
2c39760bd5
Move the movement solver code to mwworld's physics system
2013-02-05 12:45:10 -08:00
Chris Robinson
0a4568bd11
Move the PtrMovementList typedef to MWWorld
...
Use it for the doPhysics parameter, too
2013-02-05 11:03:39 -08:00
Chris Robinson
2cdda96798
Clear out some unneeded doPhysics stuff
2013-02-05 10:23:26 -08:00
Nathan Jeffords
0108be2e4f
updated MWWorld::PhysicsSystem::getFacedXXX functions
...
* changed the names and return values to be consistent
* made the distance to search a parameter
* change the distance returned to world units instead of percentage of query distance
2013-01-07 23:00:00 -08:00
emoose
7a7825577a
Changed: use MWWorld::Ptr for PhysicsSystem arguments
2012-11-05 19:37:27 +00:00
emoose
4a9821dc65
fix kdevelop indentation...
2012-11-02 20:43:07 +00:00
emoose
15f972cc62
fixes: compile: cast error; doors: key id case comparison; character creation: going from CharacterCreation to BirthDialog loses data; character creation: Class/Race/BirthDialog allowing no data; code: clean up a bit
...
todo: going from CharacterCreation back to CreateClassDialog loses data
2012-11-02 20:33:08 +00:00
greye
18cc435aa1
resolving conflicts
2012-09-21 13:13:11 +04:00
greye
7606ebafd6
resolving conflicts, minor update
2012-09-17 11:37:50 +04:00
Jason Hooks
192d634098
Movement keys; View angles
2012-09-16 13:19:38 -04:00
Jason Hooks
76f2a82884
More pmove stuff; Turned off broadphase, we could not fall in exteriors
2012-09-15 22:48:24 -04:00
Jason Hooks
f586f53a42
positioning
2012-09-15 16:45:50 -04:00
Jason Hooks
02bca98e9f
Setrotate working
2012-09-15 13:23:49 -04:00
Jason Hooks
a1a7733730
Set scale implemented
2012-09-12 18:30:32 -04:00
Jason Hooks
23777033fd
Starting to implement new PhysicActor
2012-09-05 17:44:11 -04:00
Jason Hooks
2efceba1fc
Tearing apart PhysicActor
2012-09-03 20:32:20 -04:00
Jason Hooks
0697c7f7f4
Finally merged in master
2012-09-01 17:28:12 -04:00
Marc Zinnschlag
1da56e2832
removed some unused variables
2012-08-17 15:37:14 +02:00
greye
4f10138a04
using real player sight angles on ray cast
2012-08-17 15:20:57 +04:00
greye
6961830efb
using real player eye direction when moving
2012-08-17 15:19:44 +04:00
greye
fe1a9ac3c5
poor camera with some fixes
2012-08-17 15:19:43 +04:00
Jason Hooks
8762f4a47a
boxrotation nif field; commented functions
2012-08-15 16:47:26 -04:00
Jason Hooks
7b8b4c366d
Set angle now working for npcs and creatures
2012-08-14 20:29:48 -04:00
Jason Hooks
1f5bc229e0
Separate adjustRigidBody function
2012-08-14 18:04:58 -04:00
Jason Hooks
e7329d5f8b
Creatures now have a properly positioned box shape
2012-08-12 00:36:49 -04:00
Jason Hooks
083e3537b4
post merge
2012-08-09 17:21:59 -04:00
Jason Hooks
cacf0bd10d
Basic collision with npcs
2012-08-04 15:43:33 -04:00
greye
26595f22f6
float* -> Vector3, moveToCell -> copyToCell, fixed placeObject()
2012-07-26 16:14:11 +04:00
greye
cd04911f3c
dropping on the ground
2012-07-25 20:31:39 +04:00