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Instead of hacking character.cpp, provide a more reliable check for world->isOnGround(mPtr).

This commit is contained in:
cc9cii 2014-04-13 14:53:36 +10:00
parent e9be6d3f42
commit 3e6e325e5b
2 changed files with 29 additions and 9 deletions

View file

@ -1090,14 +1090,7 @@ void CharacterController::update(float duration)
if (inwater || flying)
cls.getCreatureStats(mPtr).land();
if(!onground && !flying && !inwater
// FIXME: The check for vec.z is a hack, but onground is not a reliable
// indicator of whether the actor is on the ground (defaults to false, which
// means this code block will always execute at least once for most actors,
// and collisions can move z position slightly off zero). A very small value
// of 0.1 is used here, but something larger like 10 may be more suitable.
// Should resolve Bug#1271.
&& (mJumpState == JumpState_Falling || vec.z > 0.1f))
if(!onground && !flying && !inwater)
{
// In the air (either getting up —ascending part of jump— or falling).

View file

@ -9,6 +9,7 @@
#include <OgreSceneNode.h>
#include <libs/openengine/bullet/trace.h>
#include <libs/openengine/bullet/physic.hpp>
#include <components/bsa/bsa_archive.hpp>
@ -1711,11 +1712,37 @@ namespace MWWorld
return pos.z < cell->getWaterLevel();
}
// physactor->getOnGround() is not a reliable indicator of whether the actor
// is on the ground (defaults to false, which means code blocks such as
// CharacterController::update() may falsely detect "falling").
//
// Also, collisions can move z position slightly off zero, giving a false
// indication. In order to reduce false detection of jumping, small distance
// below the actor is detected and ignored. A value of 1.5 is used here, but
// something larger may be more suitable. This change should resolve Bug#1271.
//
// FIXME: Collision detection each time may have a performance impact.
// There might be better places to update PhysicActor::mOnGround.
bool World::isOnGround(const MWWorld::Ptr &ptr) const
{
RefData &refdata = ptr.getRefData();
const OEngine::Physic::PhysicActor *physactor = mPhysEngine->getCharacter(refdata.getHandle());
return physactor && physactor->getOnGround();
if(physactor)
{
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
OEngine::Physic::ActorTracer tracer;
// a small distance above collision object is considered "on ground"
tracer.findGround(physactor->getCollisionBody(),
pos,
pos - Ogre::Vector3(0, 0, 1.5f), // trace a small amount down
mPhysEngine);
if(tracer.mFraction < 1.0f) // collision, must be close to something below
return true; // TODO: should update physactor
else
return physactor->getOnGround();
}
else
return false;
}
bool World::vanityRotateCamera(float * rot)