|
|
|
@ -6,6 +6,7 @@
|
|
|
|
|
|
|
|
|
|
#include <components/sceneutil/positionattitudetransform.hpp>
|
|
|
|
|
#include <components/resource/bulletshape.hpp>
|
|
|
|
|
#include <components/debug/debuglog.hpp>
|
|
|
|
|
|
|
|
|
|
#include "../mwworld/class.hpp"
|
|
|
|
|
|
|
|
|
@ -28,6 +29,31 @@ Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape>
|
|
|
|
|
mHalfExtents = shape->mCollisionBoxHalfExtents;
|
|
|
|
|
mMeshTranslation = shape->mCollisionBoxTranslate;
|
|
|
|
|
|
|
|
|
|
// We can not create actor without collisions - he will fall through the ground.
|
|
|
|
|
// In this case we should autogenerate collision box based on mesh shape
|
|
|
|
|
// (NPCs have bodyparts and use a different approach)
|
|
|
|
|
if (!ptr.getClass().isNpc() && mHalfExtents.length2() == 0.f)
|
|
|
|
|
{
|
|
|
|
|
const Resource::BulletShape* collisionShape = shape.get();
|
|
|
|
|
if (collisionShape && collisionShape->mCollisionShape)
|
|
|
|
|
{
|
|
|
|
|
btTransform transform;
|
|
|
|
|
transform.setIdentity();
|
|
|
|
|
btVector3 min;
|
|
|
|
|
btVector3 max;
|
|
|
|
|
|
|
|
|
|
collisionShape->mCollisionShape->getAabb(transform, min, max);
|
|
|
|
|
mHalfExtents.x() = (max[0] - min[0])/2.f;
|
|
|
|
|
mHalfExtents.y() = (max[1] - min[1])/2.f;
|
|
|
|
|
mHalfExtents.z() = (max[2] - min[2])/2.f;
|
|
|
|
|
|
|
|
|
|
mMeshTranslation = osg::Vec3f(0.f, 0.f, mHalfExtents.z());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mHalfExtents.length2() == 0.f)
|
|
|
|
|
Log(Debug::Error) << "Error: Failed to calculate bounding box for actor \"" << ptr.getCellRef().getRefId() << "\".";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Use capsule shape only if base is square (nonuniform scaling apparently doesn't work on it)
|
|
|
|
|
if (std::abs(mHalfExtents.x()-mHalfExtents.y())<mHalfExtents.x()*0.05 && mHalfExtents.z() >= mHalfExtents.x())
|
|
|
|
|
{
|
|
|
|
|