Consider hit normal for item drop test (Fixes #995)

deque
scrawl 11 years ago
parent f476aa4ade
commit 2fe86f2b85

@ -492,7 +492,7 @@ namespace MWWorld
return std::make_pair(true, ray.getPoint(len * test.second)); return std::make_pair(true, ray.getPoint(len * test.second));
} }
std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY) std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY, Ogre::Vector3* normal)
{ {
Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay( Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay(
mouseX, mouseX,
@ -504,7 +504,7 @@ namespace MWWorld
_from = btVector3(from.x, from.y, from.z); _from = btVector3(from.x, from.y, from.z);
_to = btVector3(to.x, to.y, to.z); _to = btVector3(to.x, to.y, to.z);
std::pair<std::string, float> result = mEngine->rayTest(_from, _to); std::pair<std::string, float> result = mEngine->rayTest(_from, _to, true, false, normal);
if (result.first == "") if (result.first == "")
return std::make_pair(false, Ogre::Vector3()); return std::make_pair(false, Ogre::Vector3());

@ -70,8 +70,9 @@ namespace MWWorld
std::pair<bool, Ogre::Vector3> std::pair<bool, Ogre::Vector3>
castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len); castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len);
std::pair<bool, Ogre::Vector3> castRay(float mouseX, float mouseY); std::pair<bool, Ogre::Vector3> castRay(float mouseX, float mouseY, Ogre::Vector3* normal = NULL);
///< cast ray from the mouse, return true if it hit something and the first result (in OGRE coordinates) ///< cast ray from the mouse, return true if it hit something and the first result
/// @param normal if non-NULL, the hit normal will be written there (if there is a hit)
OEngine::Physic::PhysicEngine* getEngine(); OEngine::Physic::PhysicEngine* getEngine();

@ -1620,13 +1620,16 @@ namespace MWWorld
bool World::canPlaceObject(float cursorX, float cursorY) bool World::canPlaceObject(float cursorX, float cursorY)
{ {
std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY); Ogre::Vector3 normal(0,0,0);
std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY, &normal);
/// \todo also check if the wanted position is on a flat surface, and not e.g. against a vertical wall!
if (!result.first) if (result.first)
{
// check if the wanted position is on a flat surface, and not e.g. against a vertical wall
return (normal.angleBetween(Ogre::Vector3(0.f,0.f,1.f)).valueDegrees() < 30);
}
else
return false; return false;
return true;
} }

@ -677,7 +677,7 @@ namespace Physic
{ {
} }
std::pair<std::string,float> PhysicEngine::rayTest(btVector3& from,btVector3& to,bool raycastingObjectOnly,bool ignoreHeightMap) std::pair<std::string,float> PhysicEngine::rayTest(btVector3& from,btVector3& to,bool raycastingObjectOnly,bool ignoreHeightMap, Ogre::Vector3* normal)
{ {
std::string name = ""; std::string name = "";
float d = -1; float d = -1;
@ -694,7 +694,11 @@ namespace Physic
if (resultCallback1.hasHit()) if (resultCallback1.hasHit())
{ {
name = static_cast<const RigidBody&>(*resultCallback1.m_collisionObject).mName; name = static_cast<const RigidBody&>(*resultCallback1.m_collisionObject).mName;
d = resultCallback1.m_closestHitFraction;; d = resultCallback1.m_closestHitFraction;
if (normal)
*normal = Ogre::Vector3(resultCallback1.m_hitNormalWorld.x(),
resultCallback1.m_hitNormalWorld.y(),
resultCallback1.m_hitNormalWorld.z());
} }
return std::pair<std::string,float>(name,d); return std::pair<std::string,float>(name,d);

@ -308,8 +308,10 @@ namespace Physic
/** /**
* Return the closest object hit by a ray. If there are no objects, it will return ("",-1). * Return the closest object hit by a ray. If there are no objects, it will return ("",-1).
* If \a normal is non-NULL, the hit normal will be written there (if there is a hit)
*/ */
std::pair<std::string,float> rayTest(btVector3& from,btVector3& to,bool raycastingObjectOnly = true,bool ignoreHeightMap = false); std::pair<std::string,float> rayTest(btVector3& from,btVector3& to,bool raycastingObjectOnly = true,
bool ignoreHeightMap = false, Ogre::Vector3* normal = NULL);
/** /**
* Return all objects hit by a ray. * Return all objects hit by a ray.

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