Optimize actor physics: Use only one convexSweepTest for stepping down and checking onGround status, instead of 2

deque
scrawl 10 years ago
parent b345c50a86
commit 3e153d0a9b

@ -286,8 +286,9 @@ namespace MWWorld
*/
OEngine::Physic::ActorTracer tracer;
bool wasOnGround = false;
bool isOnGround = false;
bool isOnGround = physicActor->getOnGround();
if (movement.z > 0.f)
isOnGround = false;
Ogre::Vector3 inertia(0.0f);
Ogre::Vector3 velocity;
@ -320,23 +321,6 @@ namespace MWWorld
velocity = newVelocity;
}
inertia = velocity; // NOTE: velocity is for z axis only in this code block
if(!(movement.z > 0.0f)) // falling or moving horizontally (or stationary?) check if we're on ground now
{
wasOnGround = physicActor->getOnGround(); // store current state
tracer.doTrace(colobj, position, position - Ogre::Vector3(0,0,2), engine); // check if down 2 possible
if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope)
{
const btCollisionObject* standingOn = tracer.mHitObject;
if (const OEngine::Physic::RigidBody* body = dynamic_cast<const OEngine::Physic::RigidBody*>(standingOn))
{
standingCollisionTracker[ptr.getRefData().getHandle()] = body->mName;
}
isOnGround = true;
// if we're on the ground, don't try to fall any more
velocity.z = std::max(0.0f, velocity.z);
}
}
}
ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
@ -439,12 +423,22 @@ namespace MWWorld
}
}
if(isOnGround || wasOnGround)
if (!(inertia.z > 0.f) && !(newPosition.z < waterlevel || isFlying))
{
tracer.doTrace(colobj, newPosition, newPosition - Ogre::Vector3(0,0,sStepSize+2.0f), engine);
Ogre::Vector3 from = newPosition;
Ogre::Vector3 to = newPosition - (isOnGround ?
Ogre::Vector3(0,0,sStepSize+2.f) : Ogre::Vector3(0,0,2.f));
tracer.doTrace(colobj, from, to, engine);
if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope)
{
const btCollisionObject* standingOn = tracer.mHitObject;
if (const OEngine::Physic::RigidBody* body = dynamic_cast<const OEngine::Physic::RigidBody*>(standingOn))
{
standingCollisionTracker[ptr.getRefData().getHandle()] = body->mName;
}
newPosition.z = tracer.mEndPos.z + 1.0f;
isOnGround = true;
}
else

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