@ -299,17 +299,33 @@ namespace MWWorld
continue ; // velocity updated, calculate nextpos again
continue ; // velocity updated, calculate nextpos again
}
}
// trace to where character would go if there were no obstructions
if ( ! newPosition . positionCloses ( nextpos , 0.00000001 ) )
tracer . doTrace ( colobj , newPosition , nextpos , engine ) ;
{
// trace to where character would go if there were no obstructions
tracer . doTrace ( colobj , newPosition , nextpos , engine ) ;
// check for obstructions
// check for obstructions
if ( tracer . mFraction > = 1.0f )
if ( tracer . mFraction > = 1.0f )
{
newPosition = tracer . mEndPos ; // ok to move, so set newPosition
remainingTime * = ( 1.0f - tracer . mFraction ) ; // FIXME: remainingTime is no longer used so don't set it?
break ;
}
}
else
{
{
newPosition = tracer . mEndPos ; // ok to move, so set newPosition
// The current position and next position are nearly the same, so just exit.
// Note: Bullet can trigger an assert in debug modes if the positions
// are the same, since that causes it to attempt to normalize a zero
// length vector (which can also happen with nearly identical vectors, since
// precision can be lost due to any math Bullet does internally). Since we
// aren't performing any collision detection, we want to reject the next
// position, so that we don't slowly move inside another object.
remainingTime * = ( 1.0f - tracer . mFraction ) ; // FIXME: remainingTime is no longer used so don't set it?
remainingTime * = ( 1.0f - tracer . mFraction ) ; // FIXME: remainingTime is no longer used so don't set it?
break ;
break ;
}
}
Ogre : : Vector3 oldPosition = newPosition ;
Ogre : : Vector3 oldPosition = newPosition ;
// We hit something. Try to step up onto it. (NOTE: stepMove does not allow stepping over)
// We hit something. Try to step up onto it. (NOTE: stepMove does not allow stepping over)
// NOTE: stepMove modifies newPosition if successful
// NOTE: stepMove modifies newPosition if successful