diff --git a/apps/openmw/mwphysics/actor.cpp b/apps/openmw/mwphysics/actor.cpp index bbec4d445..06abe7240 100644 --- a/apps/openmw/mwphysics/actor.cpp +++ b/apps/openmw/mwphysics/actor.cpp @@ -190,6 +190,17 @@ void Actor::adjustPosition(const osg::Vec3f& offset) mPositionOffset += offset; } +void Actor::applyOffsetChange() +{ + if (mPositionOffset.length() == 0) + return; + mWorldPosition += mPositionOffset; + mPosition += mPositionOffset; + mPreviousPosition += mPositionOffset; + mPositionOffset = osg::Vec3f(); + mWorldPositionChanged = true; +} + osg::Vec3f Actor::getPosition() const { return mPosition; diff --git a/apps/openmw/mwphysics/actor.hpp b/apps/openmw/mwphysics/actor.hpp index 9d129f2ba..031125f40 100644 --- a/apps/openmw/mwphysics/actor.hpp +++ b/apps/openmw/mwphysics/actor.hpp @@ -96,9 +96,16 @@ namespace MWPhysics * Returns true if the new position is different. */ bool setPosition(const osg::Vec3f& position); + + // force set actor position to be as in Ptr::RefData void updatePosition(); + + // register a position offset that will be applied during simulation. void adjustPosition(const osg::Vec3f& offset); + // apply position offset. Can't be called during simulation + void applyOffsetChange(); + osg::Vec3f getPosition() const; osg::Vec3f getPreviousPosition() const; diff --git a/apps/openmw/mwphysics/mtphysics.cpp b/apps/openmw/mwphysics/mtphysics.cpp index 754bb60af..2b0db5b82 100644 --- a/apps/openmw/mwphysics/mtphysics.cpp +++ b/apps/openmw/mwphysics/mtphysics.cpp @@ -492,6 +492,7 @@ namespace MWPhysics if (actor->setPosition(actorData.mPosition)) { std::scoped_lock lock(mCollisionWorldMutex); + actorData.mPosition = actor->getPosition(); // account for potential position change made by script actor->updateCollisionObjectPosition(); mCollisionWorld->updateSingleAabb(actor->getCollisionObject()); } diff --git a/apps/openmw/mwphysics/physicssystem.cpp b/apps/openmw/mwphysics/physicssystem.cpp index b2decde2f..dc9ab629a 100644 --- a/apps/openmw/mwphysics/physicssystem.cpp +++ b/apps/openmw/mwphysics/physicssystem.cpp @@ -961,6 +961,10 @@ namespace MWPhysics void ActorFrameData::updatePosition() { mActorRaw->updateWorldPosition(); + // If physics runs "fast enough", position are interpolated without simulation + // By calling this here, we are sure that offsets are applied at least once per frame, + // regardless of simulation speed. + mActorRaw->applyOffsetChange(); mPosition = mActorRaw->getPosition(); if (mMoveToWaterSurface) { diff --git a/apps/openmw/mwscript/transformationextensions.cpp b/apps/openmw/mwscript/transformationextensions.cpp index 103c6629d..e8b406977 100644 --- a/apps/openmw/mwscript/transformationextensions.cpp +++ b/apps/openmw/mwscript/transformationextensions.cpp @@ -270,20 +270,17 @@ namespace MWScript Interpreter::Type_Float pos = runtime[0].mFloat; runtime.pop(); - float ax = ptr.getRefData().getPosition().pos[0]; - float ay = ptr.getRefData().getPosition().pos[1]; - float az = ptr.getRefData().getPosition().pos[2]; - // Note: SetPos does not skip weather transitions in vanilla engine, so we do not call setTeleported(true) here. - MWWorld::Ptr updated = ptr; + const auto curPos = ptr.getRefData().getPosition().asVec3(); + auto newPos = curPos; if(axis == "x") { - updated = MWBase::Environment::get().getWorld()->moveObject(ptr,pos,ay,az,true); + newPos[0] = pos; } else if(axis == "y") { - updated = MWBase::Environment::get().getWorld()->moveObject(ptr,ax,pos,az,true); + newPos[1] = pos; } else if(axis == "z") { @@ -292,20 +289,21 @@ namespace MWScript { float terrainHeight = -std::numeric_limits::max(); if (ptr.getCell()->isExterior()) - terrainHeight = MWBase::Environment::get().getWorld()->getTerrainHeightAt(osg::Vec3f(ax, ay, az)); + terrainHeight = MWBase::Environment::get().getWorld()->getTerrainHeightAt(curPos); if (pos < terrainHeight) pos = terrainHeight; } - updated = MWBase::Environment::get().getWorld()->moveObject(ptr,ax,ay,pos,true); + newPos[2] = pos; } else { return; } - dynamic_cast(runtime.getContext()).updatePtr(ptr,updated); + dynamic_cast(runtime.getContext()).updatePtr(ptr, + MWBase::Environment::get().getWorld()->moveObjectBy(ptr, newPos - curPos)); } };