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@ -1073,20 +1073,29 @@ namespace MWWorld
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osg::Quat rot = osg::Quat(posdata.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(posdata.rot[2], osg::Vec3f(0,0,-1));
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osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
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osg::Vec3f halfExtents = mPhysics->getHalfExtents(ptr);
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// the origin of hitbox is an actor's front, not center
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distance += halfExtents.y();
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// special cased for better aiming with the camera
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// if we do not hit anything, will use the default approach as fallback
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if (ptr == getPlayerPtr())
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pos = getActorHeadTransform(ptr).getTrans(); // special cased for better aiming with the camera
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else
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{
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// general case, compatible with all types of different creatures
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// note: we intentionally do *not* use the collision box offset here, this is required to make
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// some flying creatures work that have their collision box offset in the air
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osg::Vec3f halfExtents = mPhysics->getHalfExtents(ptr);
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pos.z() += halfExtents.z() * 2 * 0.75;
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distance += halfExtents.y();
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osg::Vec3f pos = getActorHeadTransform(ptr).getTrans();
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std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance, targets);
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if(!result.first.isEmpty())
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return std::make_pair(result.first, result.second);
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}
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osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
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// general case, compatible with all types of different creatures
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// note: we intentionally do *not* use the collision box offset here, this is required to make
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// some flying creatures work that have their collision box offset in the air
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pos.z() += halfExtents.z();
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std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance, targets);
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if(result.first.isEmpty())
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return std::make_pair(MWWorld::Ptr(), osg::Vec3f());
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@ -2752,64 +2761,66 @@ namespace MWWorld
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{
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MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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// Get the target to use for "on touch" effects, using the facing direction from Head node
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MWWorld::Ptr target;
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float distance = getActivationDistancePlusTelekinesis();
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osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
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osg::Vec3f origin = getActorHeadTransform(actor).getTrans();
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osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
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* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
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osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
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osg::Vec3f dest = origin + direction * distance;
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// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
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std::vector<MWWorld::Ptr> targetActors;
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if (!actor.isEmpty() && actor != MWMechanics::getPlayer())
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actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
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// For actor targets, we want to use bounding boxes (physics raycast).
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// This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would be very hard to aim at otherwise.
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// For object targets, we want the detailed shapes (rendering raycast).
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// If we used the bounding boxes for static objects, then we would not be able to target e.g. objects lying on a shelf.
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MWPhysics::PhysicsSystem::RayResult result1 = mPhysics->castRay(origin, dest, actor, targetActors, MWPhysics::CollisionType_Actor);
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const float fCombatDistance = getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
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MWRender::RenderingManager::RayResult result2 = mRendering->castRay(origin, dest, true, true);
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osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
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float dist1 = std::numeric_limits<float>::max();
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float dist2 = std::numeric_limits<float>::max();
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// for player we can take faced object first
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MWWorld::Ptr target;
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if (actor == MWMechanics::getPlayer())
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target = getFacedObject();
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if (result1.mHit)
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dist1 = (origin - result1.mHitPos).length();
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if (result2.mHit)
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dist2 = (origin - result2.mHitPointWorld).length();
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// if the faced object can not be activated, do not use it
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if (!target.isEmpty() && !target.getClass().canBeActivated(target))
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target = NULL;
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if (result1.mHit)
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{
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target = result1.mHitObject;
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hitPosition = result1.mHitPos;
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if (dist1 > getMaxActivationDistance() && !target.isEmpty() && (target.getClass().isActor() || !target.getClass().canBeActivated(target)))
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target = NULL;
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}
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else if (result2.mHit)
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if (target.isEmpty())
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{
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target = result2.mHitObject;
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hitPosition = result2.mHitPointWorld;
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if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().canBeActivated(target))
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target = NULL;
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}
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// For actor targets, we want to use hit contact with bounding boxes.
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// This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would be very hard to aim at otherwise.
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// For object targets, we want the detailed shapes (rendering raycast).
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// If we used the bounding boxes for static objects, then we would not be able to target e.g. objects lying on a shelf.
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std::pair<MWWorld::Ptr,osg::Vec3f> result1 = getHitContact(actor, fCombatDistance, targetActors);
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// When targeting an actor that is in combat with an "on touch" spell,
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// compare against the minimum of activation distance and combat distance.
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// Get the target to use for "on touch" effects, using the facing direction from Head node
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osg::Vec3f origin = getActorHeadTransform(actor).getTrans();
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if (!target.isEmpty() && target.getClass().isActor() && target.getClass().getCreatureStats (target).getAiSequence().isInCombat())
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{
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distance = std::min (distance, getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat());
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if (distance < dist1)
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target = NULL;
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osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
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* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
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osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
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float distance = getMaxActivationDistance();
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osg::Vec3f dest = origin + direction * distance;
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MWRender::RenderingManager::RayResult result2 = mRendering->castRay(origin, dest, true, true);
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float dist1 = std::numeric_limits<float>::max();
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float dist2 = std::numeric_limits<float>::max();
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if (!result1.first.isEmpty() && result1.first.getClass().isActor())
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dist1 = (origin - result1.second).length();
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if (result2.mHit)
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dist2 = (origin - result2.mHitPointWorld).length();
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if (!result1.first.isEmpty() && result1.first.getClass().isActor())
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{
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target = result1.first;
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hitPosition = result1.second;
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if (dist1 > getMaxActivationDistance())
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target = NULL;
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}
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else if (result2.mHit)
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{
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target = result2.mHitObject;
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hitPosition = result2.mHitPointWorld;
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if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().canBeActivated(target))
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target = NULL;
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}
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}
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std::string selectedSpell = stats.getSpells().getSelectedSpell();
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@ -3466,7 +3477,7 @@ namespace MWWorld
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osg::Vec3f World::aimToTarget(const ConstPtr &actor, const MWWorld::ConstPtr& target)
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{
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osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
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weaponPos.z() += mPhysics->getHalfExtents(actor).z() * 2 * 0.75;
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weaponPos.z() += mPhysics->getHalfExtents(actor).z();
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osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target);
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return (targetPos - weaponPos);
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}
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@ -3475,7 +3486,7 @@ namespace MWWorld
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{
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osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
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osg::Vec3f halfExtents = mPhysics->getHalfExtents(actor);
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weaponPos.z() += halfExtents.z() * 2 * 0.75;
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weaponPos.z() += halfExtents.z();
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return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y();
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}
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