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https://github.com/TES3MP/openmw-tes3mp.git
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Factor out safePlaceObject function
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parent
11f00e3aa9
commit
6df71f6250
4 changed files with 48 additions and 52 deletions
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@ -279,7 +279,11 @@ namespace MWBase
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virtual void rotateObject(const MWWorld::Ptr& ptr,float x,float y,float z, bool adjust = false) = 0;
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virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos) = 0;
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///< place an object in a "safe" location (ie not in the void, etc).
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///< Place an object. Makes a copy of the Ptr.
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virtual MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance) = 0;
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///< Place an object in a safe place next to \a referenceObject. \a direction and \a distance specify the wanted placement
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/// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is obstructed).
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virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
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const = 0;
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@ -492,15 +492,6 @@ namespace MWScript
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{
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public:
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osg::Vec3f getSpawnPosition(const osg::Vec3f& origin, const osg::Quat& orientation, int direction, float distance)
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{
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if(direction == 0) return origin + (orientation * osg::Vec3f(0,1,0)) * distance;
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else if(direction == 1) return origin - (orientation * osg::Vec3f(0,1,0)) * distance;
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else if(direction == 2) return origin - (orientation * osg::Vec3f(1,0,0)) * distance;
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else if(direction == 3) return origin + (orientation * osg::Vec3f(1,0,0)) * distance;
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else return origin;
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}
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virtual void execute (Interpreter::Runtime& runtime)
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{
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MWWorld::Ptr actor = pc
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@ -523,52 +514,12 @@ namespace MWScript
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if (!actor.isInCell())
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throw std::runtime_error ("actor is not in a cell");
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ESM::Position ipos = actor.getRefData().getPosition();
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osg::Vec3f pos(ipos.asVec3());
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osg::Quat rot(ipos.rot[2], osg::Vec3f(0,0,-1));
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for (int i=0; i<4; ++i)
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{
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// check if spawn point is safe, fall back to another direction if not
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osg::Vec3f spawnPoint = getSpawnPosition(ipos.asVec3(), rot, direction, distance);
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spawnPoint.z() += 30; // move up a little to account for slopes, will snap down later
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if (!MWBase::Environment::get().getWorld()->castRay(spawnPoint.x(), spawnPoint.y(), spawnPoint.z(),
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pos.x(), pos.y(), pos.z() + 20))
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{
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// safe
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ipos.pos[0] = spawnPoint.x();
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ipos.pos[1] = spawnPoint.y();
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ipos.pos[2] = spawnPoint.z();
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break;
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}
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direction = (direction+1) % 4;
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}
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if (actor.getClass().isActor())
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{
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// TODO: should this depend on the 'direction' parameter?
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ipos.rot[0] = 0;
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ipos.rot[1] = 0;
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ipos.rot[2] = 0;
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}
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else
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{
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ipos.rot[0] = actor.getRefData().getPosition().rot[0];
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ipos.rot[1] = actor.getRefData().getPosition().rot[1];
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ipos.rot[2] = actor.getRefData().getPosition().rot[2];
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}
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for (int i=0; i<count; ++i)
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{
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// create item
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MWWorld::CellStore* store = actor.getCell();
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), itemID, 1);
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ref.getPtr().getCellRef().setPosition(ipos);
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MWWorld::Ptr placed = MWBase::Environment::get().getWorld()->placeObject(ref.getPtr(),store,ipos);
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placed.getClass().adjustPosition(placed, true); // snap to ground
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MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), actor, actor.getCell(), direction, distance);
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}
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}
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};
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@ -1330,6 +1330,43 @@ namespace MWWorld
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return copyObjectToCell(ptr,cell,pos,ptr.getRefData().getCount(),false);
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}
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MWWorld::Ptr World::safePlaceObject(const ConstPtr &ptr, const ConstPtr &referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance)
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{
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ESM::Position ipos = referenceObject.getRefData().getPosition();
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osg::Vec3f pos(ipos.asVec3());
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osg::Quat orientation(ipos.rot[2], osg::Vec3f(0,0,-1));
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for (int i=0; i<4; ++i)
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{
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// check if spawn point is safe, fall back to another direction if not
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osg::Vec3f spawnPoint = pos;
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if (direction == 0) spawnPoint = pos + (orientation * osg::Vec3f(0,1,0)) * distance;
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else if(direction == 1) spawnPoint = pos - (orientation * osg::Vec3f(0,1,0)) * distance;
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else if(direction == 2) spawnPoint = pos - (orientation * osg::Vec3f(1,0,0)) * distance;
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else if(direction == 3) spawnPoint = pos + (orientation * osg::Vec3f(1,0,0)) * distance;
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spawnPoint.z() += 30; // move up a little to account for slopes, will snap down later
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if (!castRay(spawnPoint.x(), spawnPoint.y(), spawnPoint.z(),
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pos.x(), pos.y(), pos.z() + 20))
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{
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// safe
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ipos.pos[0] = spawnPoint.x();
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ipos.pos[1] = spawnPoint.y();
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ipos.pos[2] = spawnPoint.z();
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break;
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}
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direction = (direction+1) % 4;
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}
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ipos.rot[0] = referenceObject.getRefData().getPosition().rot[0];
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ipos.rot[1] = referenceObject.getRefData().getPosition().rot[1];
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ipos.rot[2] = referenceObject.getRefData().getPosition().rot[2];
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MWWorld::Ptr placed = copyObjectToCell(ptr, referenceCell, ipos, ptr.getRefData().getCount(), false);
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placed.getClass().adjustPosition(placed, true); // snap to ground
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return placed;
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}
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void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const
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{
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const int cellSize = 8192;
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@ -368,7 +368,11 @@ namespace MWWorld
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virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);
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virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos);
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///< place an object. Makes a copy of the Ptr.
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///< Place an object. Makes a copy of the Ptr.
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virtual MWWorld::Ptr safePlaceObject (const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance);
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///< Place an object in a safe place next to \a referenceObject. \a direction and \a distance specify the wanted placement
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/// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is obstructed).
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virtual float getMaxActivationDistance();
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