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Fix jump velocity mechanics (Fixes #1708)

This commit is contained in:
scrawl 2014-09-16 03:15:04 +02:00
parent b6a89c7845
commit 269c200c8f
2 changed files with 24 additions and 34 deletions

View file

@ -1277,15 +1277,7 @@ void CharacterController::update(float duration)
//Ogre::Vector3 vec = cls.getMovementVector(mPtr); //Ogre::Vector3 vec = cls.getMovementVector(mPtr);
Ogre::Vector3 vec(cls.getMovementSettings(mPtr).mPosition); Ogre::Vector3 vec(cls.getMovementSettings(mPtr).mPosition);
if(vec.z > 0.0f) // to avoid slow-down when jumping vec.normalise();
{
Ogre::Vector2 vecXY = Ogre::Vector2(vec.x, vec.y);
vecXY.normalise();
vec.x = vecXY.x;
vec.y = vecXY.y;
}
else
vec.normalise();
if(mHitState != CharState_None && mJumpState == JumpState_None) if(mHitState != CharState_None && mJumpState == JumpState_None)
vec = Ogre::Vector3(0.0f); vec = Ogre::Vector3(0.0f);
@ -1383,28 +1375,24 @@ void CharacterController::update(float duration)
mJumpState = JumpState_Falling; mJumpState = JumpState_Falling;
// This is a guess. All that seems to be known is that "While the player is in the // This is a guess. All that seems to be known is that "While the player is in the
// air, fJumpMoveBase and fJumpMoveMult governs air control." Assuming Acrobatics // air, fJumpMoveBase and fJumpMoveMult governs air control". What does fJumpMoveMult do?
// plays a role, this makes the most sense. static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
float mult = 0.0f;
if(cls.isNpc())
{
const NpcStats &stats = cls.getNpcStats(mPtr);
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
static const float fJumpMoveMult = gmst.find("fJumpMoveMult")->getFloat();
mult = fJumpMoveBase + vec.x *= fJumpMoveBase;
(stats.getSkill(ESM::Skill::Acrobatics).getModified()/100.0f * vec.y *= fJumpMoveBase;
fJumpMoveMult);
}
vec.x *= mult;
vec.y *= mult;
vec.z = 0.0f; vec.z = 0.0f;
} }
else if(vec.z > 0.0f && mJumpState == JumpState_None) else if(vec.z > 0.0f && mJumpState == JumpState_None)
{ {
// Started a jump. // Started a jump.
vec.z = cls.getJump(mPtr); float z = cls.getJump(mPtr);
if(vec.x == 0 && vec.y == 0)
vec = Ogre::Vector3(0.0f, 0.0f, z);
else
{
Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
vec = Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
}
// advance acrobatics // advance acrobatics
if (mPtr.getRefData().getHandle() == "player") if (mPtr.getRefData().getHandle() == "player")

View file

@ -299,18 +299,20 @@ namespace MWWorld
// not in water nor can fly, so need to deal with gravity // not in water nor can fly, so need to deal with gravity
if(!physicActor->getOnGround()) // if current OnGround status is false, must be falling or jumping if(!physicActor->getOnGround()) // if current OnGround status is false, must be falling or jumping
{ {
// If falling, add part of the incoming velocity with the current inertia // If falling or jumping up, add part of the incoming velocity with the current inertia,
// TODO: but we could be jumping up? // but don't allow increasing inertia beyond actor's speed (except on the initial jump impulse)
velocity = velocity * time + physicActor->getInertialForce();
// avoid getting infinite inertia in air
float actorSpeed = ptr.getClass().getSpeed(ptr); float actorSpeed = ptr.getClass().getSpeed(ptr);
float speedXY = Ogre::Vector2(velocity.x, velocity.y).length(); float cap = std::max(actorSpeed, Ogre::Vector2(physicActor->getInertialForce().x, physicActor->getInertialForce().y).length());
if (speedXY > actorSpeed) Ogre::Vector3 newVelocity = velocity + physicActor->getInertialForce();
if (Ogre::Vector2(newVelocity.x, newVelocity.y).squaredLength() > cap*cap)
{ {
velocity.x *= actorSpeed / speedXY; velocity = newVelocity;
velocity.y *= actorSpeed / speedXY; float speedXY = Ogre::Vector2(velocity.x, velocity.y).length();
velocity.x *= cap / speedXY;
velocity.y *= cap / speedXY;
} }
else
velocity = newVelocity;
} }
inertia = velocity; // NOTE: velocity is for z axis only in this code block inertia = velocity; // NOTE: velocity is for z axis only in this code block