1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-30 03:15:32 +00:00

Add OpenMW commits up to 29 Aug 2020

# Conflicts:
#   CMakeLists.txt
#   apps/openmw/mwmechanics/character.cpp
This commit is contained in:
David Cernat 2020-08-29 16:15:22 +02:00
commit 80af0ce6a7
59 changed files with 1102 additions and 776 deletions

View file

@ -57,9 +57,10 @@ variables: &cs-targets
- windows
before_script:
- Import-Module "$env:ChocolateyInstall\helpers\chocolateyProfile.psm1"
- choco source add -n=openmw-proxy -s="https://repo.openmw.org/repository/Chocolately/" --priority=1
- choco install git --force --params "/GitAndUnixToolsOnPath" -y
- choco install 7zip -y
- choco install cmake.install --installargs 'ADD_CMAKE_TO_PATH=System' -y
- choco install cmake.install --installargs 'ADD_CMAKE_TO_PATH=System' --version=3.18.0 -y
- choco install vswhere -y
- choco install ninja -y
- choco install python -y
@ -146,6 +147,7 @@ Windows_Ninja_CS_RelWithDebInfo:
- windows
before_script:
- Import-Module "$env:ChocolateyInstall\helpers\chocolateyProfile.psm1"
- choco source add -n=openmw-proxy -s="https://repo.openmw.org/repository/Chocolately/" --priority=1
- choco install git --force --params "/GitAndUnixToolsOnPath" -y
- choco install 7zip -y
- choco install cmake.install --installargs 'ADD_CMAKE_TO_PATH=System' -y

View file

@ -42,6 +42,7 @@
Bug #5502: Dead zone for analogue stick movement is too small
Bug #5507: Sound volume is not clamped on ingame settings update
Bug #5531: Actors flee using current rotation by axis x
Bug #5539: Window resize breaks when going from a lower resolution to full screen resolution
Bug #5548: Certain exhausted topics can be highlighted again even though there's no new dialogue
Feature #390: 3rd person look "over the shoulder"
Feature #2386: Distant Statics in the form of Object Paging

View file

@ -1,6 +1,16 @@
#!/bin/bash
set -euo pipefail
oldSettings=$-
set -eu
function restoreOldSettings {
if [[ $oldSettings != *e* ]]; then
set +e
fi
if [[ $oldSettings != *u* ]]; then
set +u
fi
}
if [[ "${BASH_SOURCE[0]}" == "${0}" ]]; then
echo "Error: Script not sourced."
@ -8,6 +18,7 @@ if [[ "${BASH_SOURCE[0]}" == "${0}" ]]; then
echo "source ./activate_msvc.sh"
echo "or"
echo ". ./activate_msvc.sh"
restoreOldSettings
exit 1
fi
@ -78,7 +89,10 @@ command -v mt >/dev/null 2>&1 || { echo "Error: mt (MS Windows Manifest Tool) mi
if [ $MISSINGTOOLS -ne 0 ]; then
echo "Some build tools were unavailable after activating MSVC in the shell. It's likely that your Visual Studio $MSVC_DISPLAY_YEAR installation needs repairing."
restoreOldSettings
return 1
fi
IFS="$originalIFS"
IFS="$originalIFS"
restoreOldSettings

View file

@ -1,3 +1,6 @@
project(OpenMW)
cmake_minimum_required(VERSION 3.1.0)
# Apps and tools
option(BUILD_OPENMW "Build OpenMW" ON)
option(BUILD_LAUNCHER "Build Launcher" ON)
@ -16,17 +19,14 @@ option(BUILD_OPENMW_MP "Build OpenMW-MP" ON)
option(BUILD_BROWSER "Build tes3mp Server Browser" ON)
option(BUILD_MASTER "Build tes3mp Master Server" OFF)
set(OpenGL_GL_PREFERENCE LEGACY) # Use LEGACY as we use GL2; GLNVD is for GL3 and up.
if (NOT BUILD_LAUNCHER AND NOT BUILD_BROWSER AND NOT BUILD_OPENCS AND NOT BUILD_WIZARD)
set(USE_QT FALSE)
else()
set(USE_QT TRUE)
endif()
# set the minimum required version across the board
cmake_minimum_required(VERSION 3.1.0)
project(OpenMW)
# If the user doesn't supply a CMAKE_BUILD_TYPE via command line, choose one for them.
IF(NOT CMAKE_BUILD_TYPE)
SET(CMAKE_BUILD_TYPE RelWithDebInfo CACHE STRING
@ -61,7 +61,7 @@ set(OPENMW_VERSION_COMMITDATE "")
set(OPENMW_VERSION "${OPENMW_VERSION_MAJOR}.${OPENMW_VERSION_MINOR}.${OPENMW_VERSION_RELEASE}")
set(OPENMW_DOC_BASEURL "https://openmw.readthedocs.io/en/master/")
set(OPENMW_DOC_BASEURL "https://openmw.readthedocs.io/en/stable/")
set(GIT_CHECKOUT FALSE)
if(EXISTS ${PROJECT_SOURCE_DIR}/.git)

View file

@ -10,37 +10,6 @@
#include <cmath>
class HorizontalTextWestTabStyle : public QProxyStyle
{
public:
QSize sizeFromContents(ContentsType type, const QStyleOption* option, const QSize& size, const QWidget* widget) const
{
QSize s = QProxyStyle::sizeFromContents(type, option, size, widget);
if (type == QStyle::CT_TabBarTab)
{
s.transpose();
s.setHeight(s.height() + 20);
}
return s;
}
void drawControl(ControlElement element, const QStyleOption* option, QPainter* painter, const QWidget* widget) const
{
if (element == CE_TabBarTabLabel)
{
if (const QStyleOptionTab* tab = qstyleoption_cast<const QStyleOptionTab*>(option))
{
QStyleOptionTab opt(*tab);
opt.shape = QTabBar::RoundedNorth;
QProxyStyle::drawControl(element, &opt, painter, widget);
return;
}
}
QProxyStyle::drawControl(element, option, painter, widget);
}
};
Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg,
Config::GameSettings &gameSettings,
Settings::Manager &engineSettings, QWidget *parent)
@ -53,7 +22,6 @@ Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg,
setupUi(this);
loadSettings();
AdvancedTabWidget->tabBar()->setStyle(new HorizontalTextWestTabStyle);
mCellNameCompleter.setModel(&mCellNameCompleterModel);
startDefaultCharacterAtField->setCompleter(&mCellNameCompleter);
}
@ -119,15 +87,22 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
loadSettingBool(swimUpwardCorrectionCheckBox, "swim upward correction", "Game");
int unarmedFactorsStrengthIndex = mEngineSettings.getInt("strength influences hand to hand", "Game");
if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
loadSettingBool(stealingFromKnockedOutCheckBox, "always allow stealing from knocked out actors", "Game");
loadSettingBool(enableNavigatorCheckBox, "enable", "Navigator");
}
// Visuals
{
loadSettingBool(autoUseObjectNormalMapsCheckBox, "auto use object normal maps", "Shaders");
loadSettingBool(autoUseObjectSpecularMapsCheckBox, "auto use object specular maps", "Shaders");
loadSettingBool(autoUseTerrainNormalMapsCheckBox, "auto use terrain normal maps", "Shaders");
loadSettingBool(autoUseTerrainSpecularMapsCheckBox, "auto use terrain specular maps", "Shaders");
loadSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
loadSettingBool(radialFogCheckBox, "radial fog", "Shaders");
loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
connect(animSourcesCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotAnimSourcesToggled(bool)));
loadSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
@ -136,7 +111,6 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
loadSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
}
loadSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
loadSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
const bool distantTerrain = mEngineSettings.getBool("distant terrain", "Terrain");
@ -149,6 +123,18 @@ bool Launcher::AdvancedPage::loadSettings()
viewingDistanceComboBox->setValue(convertToCells(mEngineSettings.getInt("viewing distance", "Camera")));
}
// Camera
{
loadSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
connect(viewOverShoulderCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotViewOverShoulderToggled(bool)));
viewOverShoulderVerticalLayout->setEnabled(viewOverShoulderCheckBox->checkState());
loadSettingBool(autoSwitchShoulderCheckBox, "auto switch shoulder", "Camera");
loadSettingBool(previewIfStandStillCheckBox, "preview if stand still", "Camera");
loadSettingBool(deferredPreviewRotationCheckBox, "deferred preview rotation", "Camera");
defaultShoulderComboBox->setCurrentIndex(
mEngineSettings.getVector2("view over shoulder offset", "Camera").x() >= 0 ? 0 : 1);
}
// Interface Changes
{
loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
@ -213,20 +199,26 @@ void Launcher::AdvancedPage::saveSettings()
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
saveSettingBool(swimUpwardCorrectionCheckBox, "swim upward correction", "Game");
int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex();
if (unarmedFactorsStrengthIndex != mEngineSettings.getInt("strength influences hand to hand", "Game"))
mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
saveSettingBool(stealingFromKnockedOutCheckBox, "always allow stealing from knocked out actors", "Game");
saveSettingBool(enableNavigatorCheckBox, "enable", "Navigator");
}
// Visuals
{
saveSettingBool(autoUseObjectNormalMapsCheckBox, "auto use object normal maps", "Shaders");
saveSettingBool(autoUseObjectSpecularMapsCheckBox, "auto use object specular maps", "Shaders");
saveSettingBool(autoUseTerrainNormalMapsCheckBox, "auto use terrain normal maps", "Shaders");
saveSettingBool(autoUseTerrainSpecularMapsCheckBox, "auto use terrain specular maps", "Shaders");
saveSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
saveSettingBool(radialFogCheckBox, "radial fog", "Shaders");
saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
saveSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
saveSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
saveSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
saveSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
saveSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
const bool distantTerrain = mEngineSettings.getBool("distant terrain", "Terrain");
@ -245,6 +237,24 @@ void Launcher::AdvancedPage::saveSettings()
}
}
// Camera
{
saveSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
saveSettingBool(autoSwitchShoulderCheckBox, "auto switch shoulder", "Camera");
saveSettingBool(previewIfStandStillCheckBox, "preview if stand still", "Camera");
saveSettingBool(deferredPreviewRotationCheckBox, "deferred preview rotation", "Camera");
osg::Vec2f shoulderOffset = mEngineSettings.getVector2("view over shoulder offset", "Camera");
if (defaultShoulderComboBox->currentIndex() != (shoulderOffset.x() >= 0 ? 0 : 1))
{
if (defaultShoulderComboBox->currentIndex() == 0)
shoulderOffset.x() = std::abs(shoulderOffset.x());
else
shoulderOffset.x() = -std::abs(shoulderOffset.x());
mEngineSettings.setVector2("view over shoulder offset", "Camera", shoulderOffset);
}
}
// Interface Changes
{
saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
@ -326,3 +336,8 @@ void Launcher::AdvancedPage::slotAnimSourcesToggled(bool checked)
shieldSheathingCheckBox->setCheckState(Qt::Unchecked);
}
}
void Launcher::AdvancedPage::slotViewOverShoulderToggled(bool checked)
{
viewOverShoulderVerticalLayout->setEnabled(viewOverShoulderCheckBox->checkState());
}

View file

@ -32,6 +32,7 @@ namespace Launcher
void on_skipMenuCheckBox_stateChanged(int state);
void on_runScriptAfterStartupBrowseButton_clicked();
void slotAnimSourcesToggled(bool checked);
void slotViewOverShoulderToggled(bool checked);
private:
Files::ConfigurationManager &mCfgMgr;

View file

@ -65,16 +65,19 @@ bool Launcher::GraphicsPage::setupSDL()
msgBox.setWindowTitle(tr("Error receiving number of screens"));
msgBox.setIcon(QMessageBox::Critical);
msgBox.setStandardButtons(QMessageBox::Ok);
msgBox.setText(tr("<br><b>SDL_GetNumDisplayModes failed:</b><br><br>") + QString::fromUtf8(SDL_GetError()) + "<br>");
msgBox.setText(tr("<br><b>SDL_GetNumVideoDisplays failed:</b><br><br>") + QString::fromUtf8(SDL_GetError()) + "<br>");
msgBox.exec();
return false;
}
screenComboBox->clear();
mResolutionsPerScreen.clear();
for (int i = 0; i < displays; i++)
{
mResolutionsPerScreen.append(getAvailableResolutions(i));
screenComboBox->addItem(QString(tr("Screen ")) + QString::number(i + 1));
}
screenChanged(0);
// Disconnect from SDL processes
quitSDL();
@ -331,7 +334,7 @@ void Launcher::GraphicsPage::screenChanged(int screen)
{
if (screen >= 0) {
resolutionComboBox->clear();
resolutionComboBox->addItems(getAvailableResolutions(screen));
resolutionComboBox->addItems(mResolutionsPerScreen[screen]);
}
}

View file

@ -38,6 +38,8 @@ namespace Launcher
Files::ConfigurationManager &mCfgMgr;
Settings::Manager &mEngineSettings;
QVector<QStringList> mResolutionsPerScreen;
static QStringList getAvailableResolutions(int screen);
static QRect getMaximumResolution();

View file

@ -73,7 +73,7 @@ add_openmw_dir (mwworld
add_openmw_dir (mwphysics
physicssystem trace collisiontype actor convert object heightfield closestnotmerayresultcallback
contacttestresultcallback deepestnotmecontacttestresultcallback stepper movementsolver
closestnotmeconvexresultcallback
closestnotmeconvexresultcallback raycasting
)
add_openmw_dir (mwclass

View file

@ -51,6 +51,11 @@ namespace ESM
struct TimeStamp;
}
namespace MWPhysics
{
class RayCastingInterface;
}
namespace MWRender
{
class Animation;
@ -420,6 +425,8 @@ namespace MWBase
virtual void updateAnimatedCollisionShape(const MWWorld::Ptr &ptr) = 0;
virtual const MWPhysics::RayCastingInterface* getRayCasting() const = 0;
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) = 0;
///< cast a Ray and return true if there is an object in the ray path.
@ -541,9 +548,8 @@ namespace MWBase
virtual void togglePreviewMode(bool enable) = 0;
virtual bool toggleVanityMode(bool enable) = 0;
virtual void allowVanityMode(bool allow) = 0;
virtual void changeVanityModeScale(float factor) = 0;
virtual bool vanityRotateCamera(float * rot) = 0;
virtual void setCameraDistance(float dist, bool adjust = false, bool override = true)=0;
virtual void adjustCameraDistance(float dist) = 0;
virtual void applyDeferredPreviewRotationToPlayer(float dt) = 0;
virtual void disableDeferredPreviewRotation() = 0;

View file

@ -91,4 +91,13 @@ namespace MWClass
{
return true;
}
float Actor::getCurrentSpeed(const MWWorld::Ptr& ptr) const
{
const MWMechanics::Movement& movementSettings = ptr.getClass().getMovementSettings(ptr);
float moveSpeed = this->getMaxSpeed(ptr) * movementSettings.mSpeedFactor;
if (movementSettings.mIsStrafing)
moveSpeed *= 0.75f;
return moveSpeed;
}
}

View file

@ -31,7 +31,7 @@ namespace MWClass
virtual void block(const MWWorld::Ptr &ptr) const;
virtual osg::Vec3f getRotationVector(const MWWorld::Ptr& ptr) const;
///< Return desired rotations, as euler angles.
///< Return desired rotations, as euler angles. Sets getMovementSettings(ptr).mRotation to zero.
virtual float getEncumbrance(const MWWorld::Ptr& ptr) const;
///< Returns total weight of objects inside this object (including modifications from magic
@ -42,6 +42,9 @@ namespace MWClass
virtual bool isActor() const;
/// Return current movement speed.
virtual float getCurrentSpeed(const MWWorld::Ptr& ptr) const;
// not implemented
Actor(const Actor&);
Actor& operator= (const Actor&);

View file

@ -688,7 +688,7 @@ namespace MWClass
registerClass (typeid (ESM::Creature).name(), instance);
}
float Creature::getSpeed(const MWWorld::Ptr &ptr) const
float Creature::getMaxSpeed(const MWWorld::Ptr &ptr) const
{
const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
@ -720,11 +720,6 @@ namespace MWClass
else
moveSpeed = getWalkSpeed(ptr);
const MWMechanics::Movement& movementSettings = ptr.getClass().getMovementSettings(ptr);
if (movementSettings.mIsStrafing)
moveSpeed *= 0.75f;
moveSpeed *= movementSettings.mSpeedFactor;
return moveSpeed;
}

View file

@ -104,7 +104,7 @@ namespace MWClass
virtual MWMechanics::Movement& getMovementSettings (const MWWorld::Ptr& ptr) const;
///< Return desired movement.
float getSpeed (const MWWorld::Ptr& ptr) const;
float getMaxSpeed (const MWWorld::Ptr& ptr) const;
static void registerSelf();

View file

@ -1159,7 +1159,7 @@ namespace MWClass
return ref->mBase->mScript;
}
float Npc::getSpeed(const MWWorld::Ptr& ptr) const
float Npc::getMaxSpeed(const MWWorld::Ptr& ptr) const
{
const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
if (stats.isParalyzed() || stats.getKnockedDown() || stats.isDead())
@ -1202,11 +1202,6 @@ namespace MWClass
if(npcdata->mNpcStats.isWerewolf() && running && npcdata->mNpcStats.getDrawState() == MWMechanics::DrawState_Nothing)
moveSpeed *= gmst.fWereWolfRunMult->mValue.getFloat();
const MWMechanics::Movement& movementSettings = ptr.getClass().getMovementSettings(ptr);
if (movementSettings.mIsStrafing)
moveSpeed *= 0.75f;
moveSpeed *= movementSettings.mSpeedFactor;
return moveSpeed;
}

View file

@ -94,8 +94,8 @@ namespace MWClass
virtual std::string getScript (const MWWorld::ConstPtr& ptr) const;
///< Return name of the script attached to ptr
virtual float getSpeed (const MWWorld::Ptr& ptr) const;
///< Return movement speed.
virtual float getMaxSpeed (const MWWorld::Ptr& ptr) const;
///< Return maximal movement speed.
virtual float getJump(const MWWorld::Ptr &ptr) const;
///< Return jump velocity (not accounting for movement)

View file

@ -37,7 +37,7 @@
namespace MWInput
{
const float ZOOM_SCALE = 120.f; /// Used for scrolling camera in and out
const float ZOOM_SCALE = 10.f; /// Used for scrolling camera in and out
ActionManager::ActionManager(BindingsManager* bindingsManager,
osgViewer::ScreenCaptureHandler::CaptureOperation* screenCaptureOperation,
@ -206,6 +206,8 @@ namespace MWInput
void ActionManager::executeAction(int action)
{
auto* inputManager = MWBase::Environment::get().getInputManager();
auto* windowManager = MWBase::Environment::get().getWindowManager();
// trigger action activated
switch (action)
{
@ -222,7 +224,7 @@ namespace MWInput
toggleConsole ();
break;
case A_Activate:
MWBase::Environment::get().getInputManager()->resetIdleTime();
inputManager->resetIdleTime();
activate();
break;
case A_MoveLeft:
@ -283,18 +285,18 @@ namespace MWInput
showQuickKeysMenu();
break;
case A_ToggleHUD:
MWBase::Environment::get().getWindowManager()->toggleHud();
windowManager->toggleHud();
break;
case A_ToggleDebug:
MWBase::Environment::get().getWindowManager()->toggleDebugWindow();
windowManager->toggleDebugWindow();
break;
case A_ZoomIn:
if (MWBase::Environment::get().getInputManager()->getControlSwitch("playerviewswitch") && MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols") && !MWBase::Environment::get().getWindowManager()->isGuiMode())
MWBase::Environment::get().getWorld()->setCameraDistance(ZOOM_SCALE, true, true);
if (inputManager->getControlSwitch("playerviewswitch") && inputManager->getControlSwitch("playercontrols") && !windowManager->isGuiMode())
MWBase::Environment::get().getWorld()->adjustCameraDistance(-ZOOM_SCALE);
break;
case A_ZoomOut:
if (MWBase::Environment::get().getInputManager()->getControlSwitch("playerviewswitch") && MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols") && !MWBase::Environment::get().getWindowManager()->isGuiMode())
MWBase::Environment::get().getWorld()->setCameraDistance(-ZOOM_SCALE, true, true);
if (inputManager->getControlSwitch("playerviewswitch") && inputManager->getControlSwitch("playercontrols") && !windowManager->isGuiMode())
MWBase::Environment::get().getWorld()->adjustCameraDistance(ZOOM_SCALE);
break;
case A_QuickSave:
quickSave();
@ -303,19 +305,19 @@ namespace MWInput
quickLoad();
break;
case A_CycleSpellLeft:
if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Magic))
if (checkAllowedToUseItems() && windowManager->isAllowed(MWGui::GW_Magic))
MWBase::Environment::get().getWindowManager()->cycleSpell(false);
break;
case A_CycleSpellRight:
if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Magic))
if (checkAllowedToUseItems() && windowManager->isAllowed(MWGui::GW_Magic))
MWBase::Environment::get().getWindowManager()->cycleSpell(true);
break;
case A_CycleWeaponLeft:
if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory))
if (checkAllowedToUseItems() && windowManager->isAllowed(MWGui::GW_Inventory))
MWBase::Environment::get().getWindowManager()->cycleWeapon(false);
break;
case A_CycleWeaponRight:
if (checkAllowedToUseItems() && MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory))
if (checkAllowedToUseItems() && windowManager->isAllowed(MWGui::GW_Inventory))
MWBase::Environment::get().getWindowManager()->cycleWeapon(true);
break;
case A_Sneak:

View file

@ -190,10 +190,7 @@ namespace MWInput
mGamepadZoom = 0;
if (mGamepadZoom)
{
MWBase::Environment::get().getWorld()->changeVanityModeScale(mGamepadZoom);
MWBase::Environment::get().getWorld()->setCameraDistance(mGamepadZoom, true, true);
}
MWBase::Environment::get().getWorld()->adjustCameraDistance(-mGamepadZoom);
}
return triedToMove;
@ -291,12 +288,12 @@ namespace MWInput
{
if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
{
mGamepadZoom = arg.value * 0.85f / 1000.f;
mGamepadZoom = arg.value * 0.85f / 1000.f / 12.f;
return; // Do not propagate event.
}
else if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
{
mGamepadZoom = -arg.value * 0.85f / 1000.f;
mGamepadZoom = -arg.value * 0.85f / 1000.f / 12.f;
return; // Do not propagate event.
}
}

View file

@ -93,6 +93,8 @@ namespace MWInput
if (mMouseLookEnabled && !input->controlsDisabled())
{
MWBase::World* world = MWBase::Environment::get().getWorld();
float x = arg.xrel * mCameraSensitivity * (mInvertX ? -1 : 1) / 256.f;
float y = arg.yrel * mCameraSensitivity * (mInvertY ? -1 : 1) * mCameraYMultiplier / 256.f;
@ -102,19 +104,14 @@ namespace MWInput
rot[2] = -x;
// Only actually turn player when we're not in vanity mode
if (!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot) && input->getControlSwitch("playerlooking"))
if (!world->vanityRotateCamera(rot) && input->getControlSwitch("playerlooking"))
{
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
MWWorld::Player& player = world->getPlayer();
player.yaw(x);
player.pitch(y);
}
else if (!input->getControlSwitch("playerlooking"))
MWBase::Environment::get().getWorld()->disableDeferredPreviewRotation();
if (arg.zrel && input->getControlSwitch("playerviewswitch") && input->getControlSwitch("playercontrols")) //Check to make sure you are allowed to zoomout and there is a change
{
MWBase::Environment::get().getWorld()->changeVanityModeScale(static_cast<float>(arg.zrel));
}
}
}

View file

@ -505,9 +505,6 @@ namespace MWMechanics
void Actors::updateMovementSpeed(const MWWorld::Ptr& actor)
{
float previousSpeedFactor = actor.getClass().getMovementSettings(actor).mSpeedFactor;
float newSpeedFactor = 1.f;
CreatureStats &stats = actor.getClass().getCreatureStats(actor);
MWMechanics::AiSequence& seq = stats.getAiSequence();
@ -517,10 +514,13 @@ namespace MWMechanics
osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3();
float distance = (targetPos - actorPos).length();
if (distance < DECELERATE_DISTANCE)
newSpeedFactor = std::max(0.7f, 0.1f * previousSpeedFactor * (distance/64.f + 2.f));
{
float speedCoef = std::max(0.7f, 0.1f * (distance/64.f + 2.f));
auto& movement = actor.getClass().getMovementSettings(actor);
movement.mPosition[0] *= speedCoef;
movement.mPosition[1] *= speedCoef;
}
}
actor.getClass().getMovementSettings(actor).mSpeedFactor = newSpeedFactor;
}
void Actors::updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly)

View file

@ -60,14 +60,14 @@ bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, CharacterCont
// Make all nearby actors also avoid the door
std::vector<MWWorld::Ptr> actors;
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(),100,actors);
for(auto& actor : actors)
for(auto& neighbor : actors)
{
if (actor == getPlayer())
if (neighbor == getPlayer())
continue;
MWMechanics::AiSequence& seq = actor.getClass().getCreatureStats(actor).getAiSequence();
MWMechanics::AiSequence& seq = neighbor.getClass().getCreatureStats(neighbor).getAiSequence();
if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor)
seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr), actor);
seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr), neighbor);
}
return false;

View file

@ -144,7 +144,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const osg::Vec3f&
mTimer = 0;
}
const float actorTolerance = 2 * actor.getClass().getSpeed(actor) * duration
const float actorTolerance = 2 * actor.getClass().getMaxSpeed(actor) * duration
+ 1.2 * std::max(halfExtents.x(), halfExtents.y());
const float pointTolerance = std::max(MIN_TOLERANCE, actorTolerance);
@ -300,7 +300,7 @@ bool MWMechanics::AiPackage::checkWayIsClearForActor(const osg::Vec3f& startPoin
if (canActorMoveByZAxis(actor))
return true;
const float actorSpeed = actor.getClass().getSpeed(actor);
const float actorSpeed = actor.getClass().getMaxSpeed(actor);
const float maxAvoidDist = AI_REACTION_TIME * actorSpeed + actorSpeed / getAngularVelocity(actorSpeed) * 2; // *2 - for reliability
const float distToTarget = osg::Vec2f(endPoint.x(), endPoint.y()).length();
@ -360,7 +360,7 @@ bool MWMechanics::AiPackage::isNearInactiveCell(osg::Vec3f position)
bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const osg::Vec3f& dest)
{
// get actor's shortest radius for moving in circle
float speed = actor.getClass().getSpeed(actor);
float speed = actor.getClass().getMaxSpeed(actor);
speed += speed * 0.1f; // 10% real speed inaccuracy
float radius = speed / getAngularVelocity(speed);

View file

@ -52,8 +52,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
return true;
if (!MWBase::Environment::get().getWorld()->getLOS(target, actor)
|| !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(target, actor))
if (isTargetMagicallyHidden(target) && !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(target, actor))
return false;
if (target.getClass().getCreatureStats(target).isDead())

View file

@ -21,6 +21,7 @@
#include <iostream>
#include <components/misc/mathutil.hpp>
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
@ -68,15 +69,6 @@
namespace
{
// Wraps a value to (-PI, PI]
void wrap(float& rad)
{
if (rad>0)
rad = std::fmod(rad+osg::PI, 2.0f*osg::PI)-osg::PI;
else
rad = std::fmod(rad-osg::PI, 2.0f*osg::PI)+osg::PI;
}
std::string getBestAttack (const ESM::Weapon* weapon)
{
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
@ -2116,7 +2108,6 @@ void CharacterController::update(float duration, bool animationOnly)
osg::Vec3f rot = cls.getRotationVector(mPtr);
osg::Vec3f vec(movementSettings.asVec3());
vec.normalize();
/*
Start of tes3mp addition
@ -2150,21 +2141,18 @@ void CharacterController::update(float duration, bool animationOnly)
End of tes3mp addition
*/
float analogueMult = 1.0f;
if (isPlayer)
{
// TODO: Move this code to mwinput.
// Joystick analogue movement.
float xAxis = std::abs(movementSettings.mPosition[0]);
float yAxis = std::abs(movementSettings.mPosition[1]);
analogueMult = std::max(xAxis, yAxis);
movementSettings.mSpeedFactor = std::max(std::abs(vec.x()), std::abs(vec.y()));
// Due to the half way split between walking/running, we multiply speed by 2 while walking, unless a keyboard was used.
if(!isrunning && !sneak && !flying && analogueMult <= 0.5f)
analogueMult *= 2.f;
movementSettings.mSpeedFactor = analogueMult;
}
if(!isrunning && !sneak && !flying && movementSettings.mSpeedFactor <= 0.5f)
movementSettings.mSpeedFactor *= 2.f;
} else
movementSettings.mSpeedFactor = std::min(vec.length(), 1.f);
vec.normalize();
float effectiveRotation = rot.z();
static const bool turnToMovementDirection = Settings::Manager::getBool("turn to movement direction", "Game");
@ -2197,7 +2185,7 @@ void CharacterController::update(float duration, bool animationOnly)
else
mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 4);
speed = cls.getSpeed(mPtr);
speed = cls.getCurrentSpeed(mPtr);
vec.x() *= speed;
vec.y() *= speed;
@ -2267,7 +2255,7 @@ void CharacterController::update(float duration, bool animationOnly)
}
}
fatigueLoss *= duration;
fatigueLoss *= analogueMult;
fatigueLoss *= movementSettings.mSpeedFactor;
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
if (!godmode)
@ -2433,7 +2421,8 @@ void CharacterController::update(float duration, bool animationOnly)
swimmingPitch += osg::clampBetween(targetSwimmingPitch - swimmingPitch, -maxSwimPitchDelta, maxSwimPitchDelta);
mAnimation->setBodyPitchRadians(swimmingPitch);
}
if (inwater && isPlayer && !isFirstPersonPlayer)
static const bool swimUpwardCorrection = Settings::Manager::getBool("swim upward correction", "Game");
if (inwater && isPlayer && !isFirstPersonPlayer && swimUpwardCorrection)
{
static const float swimUpwardCoef = Settings::Manager::getFloat("swim upward coef", "Game");
static const float swimForwardCoef = sqrtf(1.0f - swimUpwardCoef * swimUpwardCoef);
@ -3140,13 +3129,10 @@ void CharacterController::updateHeadTracking(float duration)
zAngleRadians = std::atan2(direction.x(), direction.y()) - std::atan2(actorDirection.x(), actorDirection.y());
xAngleRadians = -std::asin(direction.z());
wrap(zAngleRadians);
wrap(xAngleRadians);
xAngleRadians = std::min(xAngleRadians, osg::DegreesToRadians(40.f));
xAngleRadians = std::max(xAngleRadians, osg::DegreesToRadians(-40.f));
zAngleRadians = std::min(zAngleRadians, osg::DegreesToRadians(30.f));
zAngleRadians = std::max(zAngleRadians, osg::DegreesToRadians(-30.f));
const double xLimit = osg::DegreesToRadians(40.0);
const double zLimit = osg::DegreesToRadians(30.0);
zAngleRadians = osg::clampBetween(Misc::normalizeAngle(zAngleRadians), -xLimit, xLimit);
xAngleRadians = osg::clampBetween(Misc::normalizeAngle(xAngleRadians), -zLimit, zLimit);
}
float factor = duration*5;

View file

@ -8,8 +8,14 @@ namespace MWMechanics
/// Desired movement for an actor
struct Movement
{
// Desired movement. Direction is relative to the current orientation.
// Length of the vector controls desired speed. 0 - stay, 0.5 - half-speed, 1.0 - max speed.
float mPosition[3];
// Desired rotation delta (euler angles).
float mRotation[3];
// Controlled by CharacterController, should not be changed from other places.
// These fields can not be private fields in CharacterController, because Actor::getCurrentSpeed uses it.
float mSpeedFactor;
bool mIsStrafing;

View file

@ -122,7 +122,7 @@ namespace MWMechanics
if (mWalkState != WalkState::Evade)
{
const float distSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor) * duration;
const float distSameSpot = DIST_SAME_SPOT * actor.getClass().getCurrentSpeed(actor) * duration;
const float prevDistance = (destination - mPrev).length();
const float currentDistance = (destination - position).length();
const float movedDistance = prevDistance - currentDistance;

View file

@ -26,6 +26,14 @@ namespace MWMechanics
class Spells;
/// Multiple instances of the same actor share the same spell list in Morrowind.
/// The most obvious result of this is that adding a spell or ability to one instance adds it to all instances.
/// @note The original game will only update visual effects associated with any added abilities for the originally targeted actor,
/// changing cells applies the update to all actors.
/// Aside from sharing the same active spell list, changes made to this list are also written to the actor's base record.
/// Interestingly, it is not just scripted changes that are persisted to the base record. Curing one instance's disease will cure all instances.
/// @note The original game is inconsistent in persisting this example;
/// saving and loading the game might reapply the cured disease depending on which instance was cured.
class SpellList
{
const std::string mId;

View file

@ -455,8 +455,9 @@ namespace MWMechanics
const auto& baseSpells = mSpellList->getSpells();
for (const auto& it : mSpells)
{
//Don't save spells stored in the base record
if(std::find(baseSpells.begin(), baseSpells.end(), it.first->mId) == baseSpells.end())
// Don't save spells and powers stored in the base record
if((it.first->mData.mType != ESM::Spell::ST_Spell && it.first->mData.mType != ESM::Spell::ST_Power) ||
std::find(baseSpells.begin(), baseSpells.end(), it.first->mId) == baseSpells.end())
{
ESM::SpellState::SpellParams params;
params.mEffectRands = it.second.mEffectRands;
@ -476,8 +477,7 @@ namespace MWMechanics
bool result;
std::tie(mSpellList, result) = MWBase::Environment::get().getWorld()->getStore().getSpellList(actorId);
mSpellList->addListener(this);
for(const auto& id : mSpellList->getSpells())
addSpell(SpellList::getSpell(id));
addAllToInstance(mSpellList->getSpells());
return result;
}

View file

@ -32,7 +32,7 @@ bool smoothTurn(const MWWorld::Ptr& actor, float targetAngleRadians, int axis, f
if (absDiff < epsilonRadians)
return true;
float limit = getAngularVelocity(actor.getClass().getSpeed(actor)) * MWBase::Environment::get().getFrameDuration();
float limit = getAngularVelocity(actor.getClass().getMaxSpeed(actor)) * MWBase::Environment::get().getFrameDuration();
if (absDiff > limit)
diff = osg::sign(diff) * limit;

View file

@ -201,7 +201,7 @@ namespace MWPhysics
{
// First of all, try to hit where you aim to
int hitmask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor;
RayResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor);
RayCastingResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, hitmask, CollisionType_Actor);
if (result.mHit)
{
@ -284,7 +284,7 @@ namespace MWPhysics
return (point - Misc::Convert::toOsg(cb.m_hitPointWorld)).length();
}
PhysicsSystem::RayResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, std::vector<MWWorld::Ptr> targets, int mask, int group) const
RayCastingResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore, std::vector<MWWorld::Ptr> targets, int mask, int group) const
{
btVector3 btFrom = Misc::Convert::toBullet(from);
btVector3 btTo = Misc::Convert::toBullet(to);
@ -321,7 +321,7 @@ namespace MWPhysics
mCollisionWorld->rayTest(btFrom, btTo, resultCallback);
RayResult result;
RayCastingResult result;
result.mHit = resultCallback.hasHit();
if (resultCallback.hasHit())
{
@ -333,7 +333,7 @@ namespace MWPhysics
return result;
}
PhysicsSystem::RayResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius)
RayCastingResult PhysicsSystem::castSphere(const osg::Vec3f &from, const osg::Vec3f &to, float radius) const
{
btCollisionWorld::ClosestConvexResultCallback callback(Misc::Convert::toBullet(from), Misc::Convert::toBullet(to));
callback.m_collisionFilterGroup = 0xff;
@ -347,7 +347,7 @@ namespace MWPhysics
mCollisionWorld->convexSweepTest(&shape, from_, to_, callback);
RayResult result;
RayCastingResult result;
result.mHit = callback.hasHit();
if (result.mHit)
{
@ -368,7 +368,7 @@ namespace MWPhysics
osg::Vec3f pos1 (physactor1->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor1->getHalfExtents().z() * 0.9)); // eye level
osg::Vec3f pos2 (physactor2->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor2->getHalfExtents().z() * 0.9));
RayResult result = castRay(pos1, pos2, MWWorld::ConstPtr(), std::vector<MWWorld::Ptr>(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door);
RayCastingResult result = castRay(pos1, pos2, MWWorld::ConstPtr(), std::vector<MWWorld::Ptr>(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door);
return !result.mHit;
}

View file

@ -13,6 +13,7 @@
#include "../mwworld/ptr.hpp"
#include "collisiontype.hpp"
#include "raycasting.hpp"
namespace osg
{
@ -52,11 +53,11 @@ namespace MWPhysics
class Object;
class Actor;
class PhysicsSystem
class PhysicsSystem : public RayCastingInterface
{
public:
PhysicsSystem (Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode);
~PhysicsSystem ();
virtual ~PhysicsSystem ();
void setUnrefQueue(SceneUtil::UnrefQueue* unrefQueue);
@ -108,25 +109,17 @@ namespace MWPhysics
/// target vector hits the collision shape and then calculates distance from the intersection point.
/// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful.
/// \note Only Actor targets are supported at the moment.
float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const;
struct RayResult
{
bool mHit;
osg::Vec3f mHitPos;
osg::Vec3f mHitNormal;
MWWorld::Ptr mHitObject;
};
float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const override final;
/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
RayResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const;
int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const override final;
RayResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius);
RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const override final;
/// Return true if actor1 can see actor2.
bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const;
bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const override final;
bool isOnGround (const MWWorld::Ptr& actor);

View file

@ -0,0 +1,41 @@
#ifndef OPENMW_MWPHYSICS_RAYCASTING_H
#define OPENMW_MWPHYSICS_RAYCASTING_H
#include <osg/Vec3f>
#include "../mwworld/ptr.hpp"
#include "collisiontype.hpp"
namespace MWPhysics
{
struct RayCastingResult
{
bool mHit;
osg::Vec3f mHitPos;
osg::Vec3f mHitNormal;
MWWorld::Ptr mHitObject;
};
class RayCastingInterface
{
public:
/// Get distance from \a point to the collision shape of \a target. Uses a raycast to find where the
/// target vector hits the collision shape and then calculates distance from the intersection point.
/// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful.
/// \note Only Actor targets are supported at the moment.
virtual float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const = 0;
/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
virtual RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const = 0;
virtual RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const = 0;
/// Return true if actor1 can see actor2.
virtual bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const = 0;
};
}
#endif

View file

@ -2,11 +2,13 @@
#include <osg/Camera>
#include <components/misc/mathutil.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/ptr.hpp"
@ -16,6 +18,8 @@
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwphysics/raycasting.hpp"
#include "npcanimation.hpp"
namespace
@ -195,8 +199,9 @@ namespace MWRender
rotateCamera(0.f, osg::DegreesToRadians(3.f * duration), true);
updateFocalPointOffset(duration);
updatePosition();
float speed = mTrackingPtr.getClass().getSpeed(mTrackingPtr);
float speed = mTrackingPtr.getClass().getCurrentSpeed(mTrackingPtr);
speed /= (1.f + speed / 500.f);
float maxDelta = 300.f * duration;
mSmoothedSpeed += osg::clampBetween(speed - mSmoothedSpeed, -maxDelta, maxDelta);
@ -205,11 +210,47 @@ namespace MWRender
updateStandingPreviewMode();
}
void Camera::updatePosition()
{
mFocalPointAdjustment = osg::Vec3d();
if (isFirstPerson())
return;
const float cameraObstacleLimit = 5.0f;
const float focalObstacleLimit = 10.f;
const auto* rayCasting = MWBase::Environment::get().getWorld()->getRayCasting();
// Adjust focal point to prevent clipping.
osg::Vec3d focal = getFocalPoint();
osg::Vec3d focalOffset = getFocalPointOffset();
float offsetLen = focalOffset.length();
if (offsetLen > 0)
{
MWPhysics::RayCastingResult result = rayCasting->castSphere(focal - focalOffset, focal, focalObstacleLimit);
if (result.mHit)
{
double adjustmentCoef = -(result.mHitPos + result.mHitNormal * focalObstacleLimit - focal).length() / offsetLen;
mFocalPointAdjustment = focalOffset * std::max(-1.0, adjustmentCoef);
}
}
// Calculate camera distance.
mCameraDistance = mBaseCameraDistance + getCameraDistanceCorrection();
if (mDynamicCameraDistanceEnabled)
mCameraDistance = std::min(mCameraDistance, mMaxNextCameraDistance);
osg::Vec3d cameraPos;
getPosition(focal, cameraPos);
MWPhysics::RayCastingResult result = rayCasting->castSphere(focal, cameraPos, cameraObstacleLimit);
if (result.mHit)
mCameraDistance = (result.mHitPos + result.mHitNormal * cameraObstacleLimit - focal).length();
}
void Camera::updateStandingPreviewMode()
{
if (!mStandingPreviewAllowed)
return;
float speed = mTrackingPtr.getClass().getSpeed(mTrackingPtr);
float speed = mTrackingPtr.getClass().getCurrentSpeed(mTrackingPtr);
bool combat = mTrackingPtr.getClass().isActor() &&
mTrackingPtr.getClass().getCreatureStats(mTrackingPtr).getDrawState() != MWMechanics::DrawState_Nothing;
bool standingStill = speed == 0 && !combat && !mFirstPersonView;
@ -356,12 +397,7 @@ namespace MWRender
void Camera::setYaw(float angle)
{
if (angle > osg::PI) {
angle -= osg::PI*2;
} else if (angle < -osg::PI) {
angle += osg::PI*2;
}
mYaw = angle;
mYaw = Misc::normalizeAngle(angle);
}
void Camera::setPitch(float angle)
@ -378,27 +414,24 @@ namespace MWRender
return mCameraDistance;
}
void Camera::updateBaseCameraDistance(float dist, bool adjust)
void Camera::adjustCameraDistance(float delta)
{
if (isFirstPerson())
return;
if (!isFirstPerson())
{
if(isNearest() && delta < 0.f && getMode() != Mode::Preview && getMode() != Mode::Vanity)
toggleViewMode();
else
mBaseCameraDistance = std::min(mCameraDistance - getCameraDistanceCorrection(), mBaseCameraDistance) + delta;
}
else if (delta > 0.f)
{
toggleViewMode();
mBaseCameraDistance = 0;
}
if (adjust)
dist += std::min(mCameraDistance - getCameraDistanceCorrection(), mBaseCameraDistance);
mIsNearest = dist <= mNearest;
mBaseCameraDistance = osg::clampBetween(dist, mNearest, mFurthest);
mIsNearest = mBaseCameraDistance <= mNearest;
mBaseCameraDistance = osg::clampBetween(mBaseCameraDistance, mNearest, mFurthest);
Settings::Manager::setFloat("third person camera distance", "Camera", mBaseCameraDistance);
setCameraDistance();
}
void Camera::setCameraDistance(float dist, bool adjust)
{
if (isFirstPerson())
return;
if (adjust)
dist += mCameraDistance;
mCameraDistance = osg::clampBetween(dist, 10.f, mFurthest);
}
float Camera::getCameraDistanceCorrection() const
@ -414,16 +447,6 @@ namespace MWRender
return pitchCorrection + speedCorrection;
}
void Camera::setCameraDistance()
{
mFocalPointAdjustment = osg::Vec3d();
if (isFirstPerson())
return;
mCameraDistance = mBaseCameraDistance + getCameraDistanceCorrection();
if (mDynamicCameraDistanceEnabled)
mCameraDistance = std::min(mCameraDistance, mMaxNextCameraDistance);
}
void Camera::setAnimation(NpcAnimation *anim)
{
mAnimation = anim;
@ -511,16 +534,8 @@ namespace MWRender
return;
}
mDeferredRotation.x() = -ptr.getRefData().getPosition().rot[0] - mPitch;
mDeferredRotation.z() = -ptr.getRefData().getPosition().rot[2] - mYaw;
if (mDeferredRotation.x() > osg::PI)
mDeferredRotation.x() -= 2 * osg::PI;
if (mDeferredRotation.x() < -osg::PI)
mDeferredRotation.x() += 2 * osg::PI;
if (mDeferredRotation.z() > osg::PI)
mDeferredRotation.z() -= 2 * osg::PI;
if (mDeferredRotation.z() < -osg::PI)
mDeferredRotation.z() += 2 * osg::PI;
mDeferredRotation.x() = Misc::normalizeAngle(-ptr.getRefData().getPosition().rot[0] - mPitch);
mDeferredRotation.z() = Misc::normalizeAngle(-ptr.getRefData().getPosition().rot[2] - mYaw);
}
}

View file

@ -73,6 +73,7 @@ namespace MWRender
bool mShowCrosshairInThirdPersonMode;
void updateFocalPointOffset(float duration);
void updatePosition();
float getCameraDistanceCorrection() const;
osg::ref_ptr<osg::NodeCallback> mUpdateCallback;
@ -135,17 +136,8 @@ namespace MWRender
void update(float duration, bool paused=false);
/// Set base camera distance for current mode. Don't work on 1st person view.
/// \param adjust Indicates should distance be adjusted or set.
void updateBaseCameraDistance(float dist, bool adjust = false);
/// Set camera distance for current mode. Don't work on 1st person view.
/// \param adjust Indicates should distance be adjusted or set.
/// Default distance can be restored with setCameraDistance().
void setCameraDistance(float dist, bool adjust = false);
/// Restore default camera distance and offset for current mode.
void setCameraDistance();
/// Adds distDelta to the camera distance. Switches 3rd/1st person view if distance is less than limit.
void adjustCameraDistance(float distDelta);
float getCameraDistance() const;
@ -153,7 +145,6 @@ namespace MWRender
osg::Vec3d getFocalPoint() const;
osg::Vec3d getFocalPointOffset() const;
void adjustFocalPoint(osg::Vec3d adjustment) { mFocalPointAdjustment = adjustment; }
/// Stores focal and camera world positions in passed arguments
void getPosition(osg::Vec3d &focal, osg::Vec3d &camera) const;

View file

@ -1316,82 +1316,6 @@ namespace MWRender
return mTerrain->getHeightAt(pos);
}
bool RenderingManager::vanityRotateCamera(const float *rot)
{
if(!mCamera->isVanityOrPreviewModeEnabled())
return false;
mCamera->rotateCamera(rot[0], rot[2], true);
return true;
}
void RenderingManager::setCameraDistance(float dist, bool adjust, bool override)
{
if(!mCamera->isVanityOrPreviewModeEnabled() && !mCamera->isFirstPerson())
{
if(mCamera->isNearest() && dist > 0.f)
mCamera->toggleViewMode();
else if (override)
mCamera->updateBaseCameraDistance(-dist / 120.f * 10, adjust);
else
mCamera->setCameraDistance(-dist / 120.f * 10, adjust);
}
else if(mCamera->isFirstPerson() && dist < 0.f)
{
mCamera->toggleViewMode();
if (override)
mCamera->updateBaseCameraDistance(0.f, false);
else
mCamera->setCameraDistance(0.f, false);
}
}
void RenderingManager::resetCamera()
{
mCamera->reset();
}
float RenderingManager::getCameraDistance() const
{
return mCamera->getCameraDistance();
}
Camera* RenderingManager::getCamera()
{
return mCamera.get();
}
const osg::Vec3f &RenderingManager::getCameraPosition() const
{
return mCurrentCameraPos;
}
void RenderingManager::togglePOV(bool force)
{
mCamera->toggleViewMode(force);
}
void RenderingManager::togglePreviewMode(bool enable)
{
mCamera->togglePreviewMode(enable);
}
bool RenderingManager::toggleVanityMode(bool enable)
{
return mCamera->toggleVanityMode(enable);
}
void RenderingManager::allowVanityMode(bool allow)
{
mCamera->allowVanityMode(allow);
}
void RenderingManager::changeVanityModeScale(float factor)
{
if(mCamera->isVanityOrPreviewModeEnabled())
mCamera->updateBaseCameraDistance(-factor/120.f*10, true);
}
void RenderingManager::overrideFieldOfView(float val)
{
if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val)

View file

@ -209,17 +209,8 @@ namespace MWRender
float getTerrainHeightAt(const osg::Vec3f& pos);
// camera stuff
bool vanityRotateCamera(const float *rot);
void setCameraDistance(float dist, bool adjust, bool override);
void resetCamera();
float getCameraDistance() const;
Camera* getCamera();
const osg::Vec3f& getCameraPosition() const;
void togglePOV(bool force = false);
void togglePreviewMode(bool enable);
bool toggleVanityMode(bool enable);
void allowVanityMode(bool allow);
void changeVanityModeScale(float factor);
Camera* getCamera() { return mCamera.get(); }
const osg::Vec3f& getCameraPosition() const { return mCurrentCameraPos; }
/// temporarily override the field of view with given value.
void overrideFieldOfView(float val);

View file

@ -89,17 +89,21 @@ namespace MWRender
MWBase::World* world = MWBase::Environment::get().getWorld();
osg::Vec3d sideOffset = orient * osg::Vec3d(world->getHalfExtents(mCamera->getTrackingPtr()).x() - 1, 0, 0);
float rayRight = world->getDistToNearestRayHit(
playerPos + sideOffset, orient * osg::Vec3d(1, 1, 0), limitToSwitchBack + 1);
playerPos + sideOffset, orient * osg::Vec3d(1, 0, 0), limitToSwitchBack + 1);
float rayLeft = world->getDistToNearestRayHit(
playerPos - sideOffset, orient * osg::Vec3d(-1, 1, 0), limitToSwitchBack + 1);
float rayForward = world->getDistToNearestRayHit(
playerPos, orient * osg::Vec3d(0, 1, 0), limitToSwitchBack + 1);
playerPos - sideOffset, orient * osg::Vec3d(-1, 0, 0), limitToSwitchBack + 1);
float rayRightForward = world->getDistToNearestRayHit(
playerPos + sideOffset, orient * osg::Vec3d(1, 3, 0), limitToSwitchBack + 1);
float rayLeftForward = world->getDistToNearestRayHit(
playerPos - sideOffset, orient * osg::Vec3d(-1, 3, 0), limitToSwitchBack + 1);
float distRight = std::min(rayRight, rayRightForward);
float distLeft = std::min(rayLeft, rayLeftForward);
if (rayLeft < limitToSwitch && rayRight > limitToSwitchBack)
if (distLeft < limitToSwitch && distRight > limitToSwitchBack)
mMode = Mode::RightShoulder;
else if (rayRight < limitToSwitch && rayLeft > limitToSwitchBack)
else if (distRight < limitToSwitch && distLeft > limitToSwitchBack)
mMode = Mode::LeftShoulder;
else if (rayLeft > limitToSwitchBack && rayRight > limitToSwitchBack && rayForward > limitToSwitchBack)
else if (distRight > limitToSwitchBack && distLeft > limitToSwitchBack)
mMode = mDefaultShoulderIsRight ? Mode::RightShoulder : Mode::LeftShoulder;
}

View file

@ -735,9 +735,9 @@ namespace MWScript
effects += store.getMagicEffects();
}
for (const auto& effect : effects)
for (const auto& activeEffect : effects)
{
if (effect.first.mId == key && effect.second.getModifier() > 0)
if (activeEffect.first.mId == key && activeEffect.second.getModifier() > 0)
{
runtime.push(1);
return;

View file

@ -149,8 +149,6 @@ namespace MWScript
int count = 0;
int success = 0;
const MWWorld::Store<ESM::Script>& scripts = mStore.get<ESM::Script>();
for (auto& script : mStore.get<ESM::Script>())
{
if (!std::binary_search (mScriptBlacklist.begin(), mScriptBlacklist.end(),

View file

@ -194,7 +194,12 @@ namespace MWWorld
return "";
}
float Class::getSpeed (const Ptr& ptr) const
float Class::getMaxSpeed (const Ptr& ptr) const
{
return 0;
}
float Class::getCurrentSpeed (const Ptr& ptr) const
{
return 0;
}

View file

@ -183,8 +183,15 @@ namespace MWWorld
///< Return name of the script attached to ptr (default implementation: return an empty
/// string).
virtual float getSpeed (const Ptr& ptr) const;
///< Return movement speed.
virtual float getWalkSpeed(const Ptr& ptr) const;
virtual float getRunSpeed(const Ptr& ptr) const;
virtual float getSwimSpeed(const Ptr& ptr) const;
/// Return maximal movement speed for the current state.
virtual float getMaxSpeed(const Ptr& ptr) const;
/// Return current movement speed.
virtual float getCurrentSpeed(const Ptr& ptr) const;
virtual float getJump(const MWWorld::Ptr &ptr) const;
///< Return jump velocity (not accounting for movement)
@ -193,7 +200,7 @@ namespace MWWorld
///< Return desired movement.
virtual osg::Vec3f getRotationVector (const Ptr& ptr) const;
///< Return desired rotations, as euler angles.
///< Return desired rotations, as euler angles. Sets getMovementSettings(ptr).mRotation to zero.
virtual std::pair<std::vector<int>, bool> getEquipmentSlots (const ConstPtr& ptr) const;
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
@ -375,12 +382,6 @@ namespace MWWorld
virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const;
virtual void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const;
virtual float getWalkSpeed(const Ptr& ptr) const;
virtual float getRunSpeed(const Ptr& ptr) const;
virtual float getSwimSpeed(const Ptr& ptr) const;
};
}

View file

@ -264,8 +264,11 @@ namespace MWWorld
// To be called when we are done with dynamic record loading
void checkPlayer();
/// @return The number of instances defined in the base files. Excludes changes from the save file.
int getRefCount(const std::string& id) const;
/// Actors with the same ID share spells, abilities, etc.
/// @return The shared spell list to use for this actor and whether or not it has already been initialized.
std::pair<std::shared_ptr<MWMechanics::SpellList>, bool> getSpellList(const std::string& id) const;
};

View file

@ -424,7 +424,7 @@ namespace MWWorld
// Check for impact
// TODO: use a proper btRigidBody / btGhostObject?
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
MWPhysics::RayCastingResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
bool hit = false;
if (result.mHit)
@ -500,7 +500,7 @@ namespace MWWorld
// Check for impact
// TODO: use a proper btRigidBody / btGhostObject?
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
MWPhysics::RayCastingResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos);

View file

@ -248,7 +248,7 @@ namespace MWWorld
setupPlayer();
renderPlayer();
mRendering->resetCamera();
mRendering->getCamera()->reset();
// we don't want old weather to persist on a new game
// Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost.
@ -1736,6 +1736,11 @@ namespace MWWorld
return mNavigator->updateObject(DetourNavigator::ObjectId(object), shapes, object->getCollisionObject()->getWorldTransform());
}
const MWPhysics::RayCastingInterface* World::getRayCasting() const
{
return mPhysics.get();
}
bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2)
{
int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door;
@ -1748,7 +1753,7 @@ namespace MWWorld
osg::Vec3f a(x1,y1,z1);
osg::Vec3f b(x2,y2,z2);
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
MWPhysics::RayCastingResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
return result.mHit;
}
@ -2062,37 +2067,6 @@ namespace MWWorld
int nightEye = static_cast<int>(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::NightEye).getMagnitude());
mRendering->setNightEyeFactor(std::min(1.f, (nightEye/100.f)));
auto* camera = mRendering->getCamera();
camera->setCameraDistance();
if(!mRendering->getCamera()->isFirstPerson())
{
float cameraObstacleLimit = mRendering->getNearClipDistance() * 2.5f;
float focalObstacleLimit = std::max(cameraObstacleLimit, 10.0f);
// Adjust focal point.
osg::Vec3d focal = camera->getFocalPoint();
osg::Vec3d focalOffset = camera->getFocalPointOffset();
float offsetLen = focalOffset.length();
if (offsetLen > 0)
{
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castSphere(focal - focalOffset, focal, focalObstacleLimit);
if (result.mHit)
{
double adjustmentCoef = -(result.mHitPos + result.mHitNormal * focalObstacleLimit - focal).length() / offsetLen;
if (adjustmentCoef < -1)
adjustmentCoef = -1;
camera->adjustFocalPoint(focalOffset * adjustmentCoef);
}
}
// Adjust camera position.
osg::Vec3d cameraPos;
camera->getPosition(focal, cameraPos);
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castSphere(focal, cameraPos, cameraObstacleLimit);
if (result.mHit)
mRendering->getCamera()->setCameraDistance((result.mHitPos + result.mHitNormal * cameraObstacleLimit - focal).length(), false);
}
}
void World::preloadSpells()
@ -2183,7 +2157,7 @@ namespace MWWorld
MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer)
{
const float camDist = mRendering->getCameraDistance();
const float camDist = mRendering->getCamera()->getCameraDistance();
maxDistance += camDist;
MWWorld::Ptr facedObject;
MWRender::RenderingManager::RayResult rayToObject;
@ -2643,7 +2617,7 @@ namespace MWWorld
void World::togglePOV(bool force)
{
mRendering->togglePOV(force);
mRendering->getCamera()->toggleViewMode(force);
}
bool World::isFirstPerson() const
@ -2658,12 +2632,12 @@ namespace MWWorld
void World::togglePreviewMode(bool enable)
{
mRendering->togglePreviewMode(enable);
mRendering->getCamera()->togglePreviewMode(enable);
}
bool World::toggleVanityMode(bool enable)
{
return mRendering->toggleVanityMode(enable);
return mRendering->getCamera()->toggleVanityMode(enable);
}
void World::disableDeferredPreviewRotation()
@ -2678,22 +2652,21 @@ namespace MWWorld
void World::allowVanityMode(bool allow)
{
mRendering->allowVanityMode(allow);
}
void World::changeVanityModeScale(float factor)
{
mRendering->changeVanityModeScale(factor);
mRendering->getCamera()->allowVanityMode(allow);
}
bool World::vanityRotateCamera(float * rot)
{
return mRendering->vanityRotateCamera(rot);
if(!mRendering->getCamera()->isVanityOrPreviewModeEnabled())
return false;
mRendering->getCamera()->rotateCamera(rot[0], rot[2], true);
return true;
}
void World::setCameraDistance(float dist, bool adjust, bool override_)
void World::adjustCameraDistance(float dist)
{
mRendering->setCameraDistance(dist, adjust, override_);
mRendering->getCamera()->adjustCameraDistance(dist);
}
void World::setupPlayer()
@ -3166,7 +3139,7 @@ namespace MWWorld
if (includeWater) {
collisionTypes |= MWPhysics::CollisionType_Water;
}
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), collisionTypes);
MWPhysics::RayCastingResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), collisionTypes);
if (!result.mHit)
return maxDist;
@ -3577,7 +3550,7 @@ namespace MWWorld
actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
// Check for impact, if yes, handle hit, if not, launch projectile
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
MWPhysics::RayCastingResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
if (result.mHit)
MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength);
else
@ -4087,8 +4060,11 @@ namespace MWWorld
std::string World::exportSceneGraph(const Ptr &ptr)
{
std::string file = mUserDataPath + "/openmw.osgt";
mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr);
mWorldScene->removeFromPagedRefs(ptr);
if (!ptr.isEmpty())
{
mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr);
mWorldScene->removeFromPagedRefs(ptr);
}
mRendering->exportSceneGraph(ptr, file, "Ascii");
return file;
}

View file

@ -516,6 +516,8 @@ namespace MWWorld
void updateAnimatedCollisionShape(const Ptr &ptr) override;
const MWPhysics::RayCastingInterface* getRayCasting() const override;
bool castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) override;
///< cast a Ray and return true if there is an object in the ray path.
@ -641,11 +643,8 @@ namespace MWWorld
bool toggleVanityMode(bool enable) override;
void allowVanityMode(bool allow) override;
void changeVanityModeScale(float factor) override;
bool vanityRotateCamera(float * rot) override;
void setCameraDistance(float dist, bool adjust = false, bool override = true) override;
void adjustCameraDistance(float dist) override;
void applyDeferredPreviewRotationToPlayer(float dt) override;
void disableDeferredPreviewRotation() override;

View file

@ -0,0 +1,27 @@
#ifndef MISC_MATHUTIL_H
#define MISC_MATHUTIL_H
#include <osg/Math>
#include <osg/Vec2f>
namespace Misc
{
/// Normalizes given angle to the range [-PI, PI]. E.g. PI*3/2 -> -PI/2.
inline double normalizeAngle(double angle)
{
double fullTurns = angle / (2 * osg::PI) + 0.5;
return (fullTurns - floor(fullTurns) - 0.5) * (2 * osg::PI);
}
/// Rotates given 2d vector counterclockwise. Angle is in radians.
inline osg::Vec2f rotateVec2f(osg::Vec2f vec, float angle)
{
float s = std::sin(angle);
float c = std::cos(angle);
return osg::Vec2f(vec.x() * c + vec.y() * -s, vec.x() * s + vec.y() * c);
}
}
#endif

View file

@ -26,11 +26,11 @@ enum InterpolationType
template<typename T>
struct KeyT {
T mValue;
T mInTan; // Only for Quadratic interpolation, and never for QuaternionKeyList
T mOutTan; // Only for Quadratic interpolation, and never for QuaternionKeyList
// FIXME: Implement Quadratic and TBC interpolation
// FIXME: Implement TBC interpolation
/*
T mForwardValue; // Only for Quadratic interpolation, and never for QuaternionKeyList
T mBackwardValue; // Only for Quadratic interpolation, and never for QuaternionKeyList
float mTension; // Only for TBC interpolation
float mBias; // Only for TBC interpolation
float mContinuity; // Only for TBC interpolation
@ -136,8 +136,8 @@ private:
static void readQuadratic(NIFStream &nif, KeyT<U> &key)
{
readValue(nif, key);
/*key.mForwardValue = */(nif.*getValue)();
/*key.mBackwardValue = */(nif.*getValue)();
key.mInTan = (nif.*getValue)();
key.mOutTan = (nif.*getValue)();
}
static void readQuadratic(NIFStream &nif, KeyT<osg::Quat> &key)

View file

@ -197,7 +197,6 @@ void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable
float val = 0;
if (!(*it).empty())
val = it->interpKey(input);
val = std::max(0.f, std::min(1.f, val));
SceneUtil::MorphGeometry::MorphTarget& target = morphGeom->getMorphTarget(i);
if (target.getWeight() != val)

View file

@ -110,6 +110,24 @@ namespace NifOsg
{
case Nif::InterpolationType_Constant:
return fraction > 0.5f ? b.mValue : a.mValue;
case Nif::InterpolationType_Quadratic:
{
// Using a cubic Hermite spline.
// b1(t) = 2t^3 - 3t^2 + 1
// b2(t) = -2t^3 + 3t^2
// b3(t) = t^3 - 2t^2 + t
// b4(t) = t^3 - t^2
// f(t) = a.mValue * b1(t) + b.mValue * b2(t) + a.mOutTan * b3(t) + b.mInTan * b4(t)
const float t = fraction;
const float t2 = t * t;
const float t3 = t2 * t;
const float b1 = 2.f * t3 - 3.f * t2 + 1;
const float b2 = -2.f * t3 + 3.f * t2;
const float b3 = t3 - 2.f * t2 + t;
const float b4 = t3 - t2;
return a.mValue * b1 + b.mValue * b2 + a.mOutTan * b3 + b.mInTan * b4;
}
// TODO: Implement TBC interpolation
default:
return a.mValue + ((b.mValue - a.mValue) * fraction);
}
@ -120,6 +138,7 @@ namespace NifOsg
{
case Nif::InterpolationType_Constant:
return fraction > 0.5f ? b.mValue : a.mValue;
// TODO: Implement Quadratic and TBC interpolation
default:
{
osg::Quat result;

View file

@ -625,8 +625,8 @@ namespace NifOsg
bool isAnimated = false;
handleNodeControllers(nifNode, node, animflags, isAnimated);
hasAnimatedParents |= isAnimated;
// Make sure empty nodes are not optimized away so the physics system can find them.
if (isAnimated || (hasAnimatedParents && (skipMeshes || hasMarkers)))
// Make sure empty nodes and animated shapes are not optimized away so the physics system can find them.
if (isAnimated || (hasAnimatedParents && ((skipMeshes || hasMarkers) || isGeometry)))
node->setDataVariance(osg::Object::DYNAMIC);
// LOD and Switch nodes must be wrapped by a transform (the current node) to support transformations properly

View file

@ -749,7 +749,8 @@ MWShadowTechnique::ViewDependentData::ViewDependentData(MWShadowTechnique* vdsm)
_viewDependentShadowMap(vdsm)
{
OSG_INFO<<"ViewDependentData::ViewDependentData()"<<this<<std::endl;
_stateset = new osg::StateSet;
for (auto& perFrameStateset : _stateset)
perFrameStateset = new osg::StateSet;
}
void MWShadowTechnique::ViewDependentData::releaseGLObjects(osg::State* state) const
@ -1343,9 +1344,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
std::string validRegionUniformName = "validRegionMatrix" + std::to_string(sm_i);
osg::ref_ptr<osg::Uniform> validRegionUniform;
std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
for (auto uniform : _uniforms)
for (auto uniform : _uniforms[cv.getTraversalNumber() % 2])
{
if (uniform->getName() == validRegionUniformName)
validRegionUniform = uniform;
@ -1354,7 +1353,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
if (!validRegionUniform)
{
validRegionUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, validRegionUniformName);
_uniforms.push_back(validRegionUniform);
_uniforms[cv.getTraversalNumber() % 2].push_back(validRegionUniform);
}
validRegionUniform->set(validRegionMatrix);
@ -1400,7 +1399,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
if (numValidShadows>0)
{
decoratorStateGraph->setStateSet(selectStateSetForRenderingShadow(*vdd));
decoratorStateGraph->setStateSet(selectStateSetForRenderingShadow(*vdd, cv.getTraversalNumber()));
}
// OSG_NOTICE<<"End of shadow setup Projection matrix "<<*cv.getProjectionMatrix()<<std::endl;
@ -1467,8 +1466,6 @@ void MWShadowTechnique::createShaders()
unsigned int _baseTextureUnit = 0;
std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
_shadowCastingStateSet = new osg::StateSet;
ShadowSettings* settings = getShadowedScene()->getShadowSettings();
@ -1501,15 +1498,20 @@ void MWShadowTechnique::createShaders()
_shadowCastingStateSet->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_uniforms.clear();
osg::ref_ptr<osg::Uniform> baseTextureSampler = new osg::Uniform("baseTexture",(int)_baseTextureUnit);
_uniforms.push_back(baseTextureSampler.get());
osg::ref_ptr<osg::Uniform> baseTextureUnit = new osg::Uniform("baseTextureUnit",(int)_baseTextureUnit);
_uniforms.push_back(baseTextureUnit.get());
_uniforms.push_back(new osg::Uniform("maximumShadowMapDistance", (float)settings->getMaximumShadowMapDistance()));
_uniforms.push_back(new osg::Uniform("shadowFadeStart", (float)_shadowFadeStart));
osg::ref_ptr<osg::Uniform> maxDistance = new osg::Uniform("maximumShadowMapDistance", (float)settings->getMaximumShadowMapDistance());
osg::ref_ptr<osg::Uniform> fadeStart = new osg::Uniform("shadowFadeStart", (float)_shadowFadeStart);
for (auto& perFrameUniformList : _uniforms)
{
perFrameUniformList.clear();
perFrameUniformList.push_back(baseTextureSampler);
perFrameUniformList.push_back(baseTextureUnit.get());
perFrameUniformList.push_back(maxDistance);
perFrameUniformList.push_back(fadeStart);
}
for(unsigned int sm_i=0; sm_i<settings->getNumShadowMapsPerLight(); ++sm_i)
{
@ -1517,14 +1519,16 @@ void MWShadowTechnique::createShaders()
std::stringstream sstr;
sstr<<"shadowTexture"<<sm_i;
osg::ref_ptr<osg::Uniform> shadowTextureSampler = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
_uniforms.push_back(shadowTextureSampler.get());
for (auto& perFrameUniformList : _uniforms)
perFrameUniformList.push_back(shadowTextureSampler.get());
}
{
std::stringstream sstr;
sstr<<"shadowTextureUnit"<<sm_i;
osg::ref_ptr<osg::Uniform> shadowTextureUnit = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
_uniforms.push_back(shadowTextureUnit.get());
for (auto& perFrameUniformList : _uniforms)
perFrameUniformList.push_back(shadowTextureUnit.get());
}
}
@ -2974,24 +2978,20 @@ void MWShadowTechnique::cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Ca
return;
}
osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependentData& vdd) const
osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const
{
OSG_INFO<<" selectStateSetForRenderingShadow() "<<vdd.getStateSet()<<std::endl;
OSG_INFO<<" selectStateSetForRenderingShadow() "<<vdd.getStateSet(traversalNumber)<<std::endl;
osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet();
osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet(traversalNumber);
std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
stateset->clear();
vdd.getStateSet()->clear();
stateset->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
vdd.getStateSet()->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
for(Uniforms::const_iterator itr=_uniforms.begin();
itr!=_uniforms.end();
++itr)
for(const auto& uniform : _uniforms[traversalNumber % 2])
{
OSG_INFO<<"addUniform("<<(*itr)->getName()<<")"<<std::endl;
stateset->addUniform(itr->get());
OSG_INFO<<"addUniform("<<uniform->getName()<<")"<<std::endl;
stateset->addUniform(uniform);
}
if (_program.valid())
@ -3047,7 +3047,7 @@ osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependent
stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
}
return vdd.getStateSet();
return stateset;
}
void MWShadowTechnique::resizeGLObjectBuffers(unsigned int /*maxSize*/)
@ -3104,12 +3104,12 @@ SceneUtil::MWShadowTechnique::DebugHUD::DebugHUD(int numberOfShadowMapsPerLight)
fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, debugFrustumFragmentShaderSource);
frustumProgram->addShader(fragmentShader);
for (int i = 0; i < 2; ++i)
for (auto& frustumGeometry : mFrustumGeometries)
{
mFrustumGeometries.emplace_back(new osg::Geometry());
mFrustumGeometries[i]->setCullingActive(false);
frustumGeometry = new osg::Geometry();
frustumGeometry->setCullingActive(false);
mFrustumGeometries[i]->getOrCreateStateSet()->setAttributeAndModes(frustumProgram, osg::StateAttribute::ON);
frustumGeometry->getOrCreateStateSet()->setAttributeAndModes(frustumProgram, osg::StateAttribute::ON);
}
osg::ref_ptr<osg::DrawElementsUShort> frustumDrawElements = new osg::DrawElementsUShort(osg::PrimitiveSet::LINE_STRIP);
@ -3145,12 +3145,14 @@ void SceneUtil::MWShadowTechnique::DebugHUD::draw(osg::ref_ptr<osg::Texture2D> t
// It might be possible to change shadow settings at runtime
if (shadowMapNumber > mDebugCameras.size())
addAnotherShadowMap();
mFrustumUniforms[shadowMapNumber]->set(matrix);
osg::ref_ptr<osg::StateSet> stateSet = mDebugGeometry[shadowMapNumber]->getOrCreateStateSet();
osg::ref_ptr<osg::StateSet> stateSet = new osg::StateSet();
stateSet->setTextureAttributeAndModes(sDebugTextureUnit, texture, osg::StateAttribute::ON);
auto frustumUniform = mFrustumUniforms[cv.getTraversalNumber() % 2][shadowMapNumber];
frustumUniform->set(matrix);
stateSet->addUniform(frustumUniform);
// Some of these calls may be superfluous.
unsigned int traversalMask = cv.getTraversalMask();
cv.setTraversalMask(mDebugGeometry[shadowMapNumber]->getNodeMask());
@ -3205,6 +3207,6 @@ void SceneUtil::MWShadowTechnique::DebugHUD::addAnotherShadowMap()
mFrustumTransforms[shadowMapNumber]->setCullingActive(false);
mDebugCameras[shadowMapNumber]->addChild(mFrustumTransforms[shadowMapNumber]);
mFrustumUniforms.push_back(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "transform"));
mFrustumTransforms[shadowMapNumber]->getOrCreateStateSet()->addUniform(mFrustumUniforms[shadowMapNumber]);
for(auto& uniformVector : mFrustumUniforms)
uniformVector.push_back(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "transform"));
}

View file

@ -19,6 +19,7 @@
#ifndef COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H
#define COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H 1
#include <array>
#include <mutex>
#include <osg/Camera>
@ -191,7 +192,7 @@ namespace SceneUtil {
ShadowDataList& getShadowDataList() { return _shadowDataList; }
osg::StateSet* getStateSet() { return _stateset.get(); }
osg::StateSet* getStateSet(unsigned int traversalNumber) { return _stateset[traversalNumber % 2].get(); }
virtual void releaseGLObjects(osg::State* = 0) const;
@ -200,7 +201,7 @@ namespace SceneUtil {
MWShadowTechnique* _viewDependentShadowMap;
osg::ref_ptr<osg::StateSet> _stateset;
std::array<osg::ref_ptr<osg::StateSet>, 2> _stateset;
LightDataList _lightDataList;
ShadowDataList _shadowDataList;
@ -230,7 +231,7 @@ namespace SceneUtil {
virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const;
virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const;
virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const;
protected:
virtual ~MWShadowTechnique();
@ -247,8 +248,7 @@ namespace SceneUtil {
osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
mutable std::mutex _accessUniformsAndProgramMutex;
Uniforms _uniforms;
std::array<Uniforms, 2> _uniforms;
osg::ref_ptr<osg::Program> _program;
bool _enableShadows;
@ -282,8 +282,8 @@ namespace SceneUtil {
osg::ref_ptr<osg::Program> mDebugProgram;
std::vector<osg::ref_ptr<osg::Node>> mDebugGeometry;
std::vector<osg::ref_ptr<osg::Group>> mFrustumTransforms;
std::vector<osg::ref_ptr<osg::Uniform>> mFrustumUniforms;
std::vector<osg::ref_ptr<osg::Geometry>> mFrustumGeometries;
std::array<std::vector<osg::ref_ptr<osg::Uniform>>, 2> mFrustumUniforms;
std::array<osg::ref_ptr<osg::Geometry>, 2> mFrustumGeometries;
};
osg::ref_ptr<DebugHUD> _debugHud;

View file

@ -143,6 +143,7 @@ void registerSerializers()
"NifOsg::GeomMorpherController",
"NifOsg::UpdateMorphGeometry",
"NifOsg::UVController",
"NifOsg::VisController",
"NifOsg::NodeIndexHolder",
"osgMyGUI::Drawable",
"osg::DrawCallback",

View file

@ -88,7 +88,37 @@ namespace SDLUtil
{
SDL_SetWindowSize(mWindow, width, height);
SDL_SetWindowBordered(mWindow, windowBorder ? SDL_TRUE : SDL_FALSE);
centerWindow();
}
}
void VideoWrapper::centerWindow()
{
// Resize breaks the sdl window in some cases; see issue: #5539
SDL_Rect rect{};
int x = 0;
int y = 0;
int w = 0;
int h = 0;
auto index = SDL_GetWindowDisplayIndex(mWindow);
SDL_GetDisplayBounds(index, &rect);
SDL_GetWindowSize(mWindow, &w, &h);
x = rect.x;
y = rect.y;
// Center dimensions that do not fill the screen
if (w < rect.w)
{
x = rect.x + rect.w / 2 - w / 2;
}
if (h < rect.h)
{
y = rect.y + rect.h / 2 - h / 2;
}
SDL_SetWindowPosition(mWindow, x, y);
}
}

View file

@ -27,6 +27,8 @@ namespace SDLUtil
void setVideoMode(int width, int height, bool fullscreen, bool windowBorder);
void centerWindow();
private:
SDL_Window* mWindow;
osg::ref_ptr<osgViewer::Viewer> mViewer;

View file

@ -160,7 +160,7 @@ auto switch shoulder
This setting makes difference only in third person mode if 'view over shoulder' is enabled.
When player is close to an obstacle, automatically switches camera to the shoulder that is farther away from the obstacle.
This setting can only be configured by editing the settings configuration file.
This setting can be controlled in Advanced tab of the launcher.
zoom out when move coef
-----------------------
@ -181,9 +181,10 @@ preview if stand still
:Range: True/False
:Default: False
Makes difference only in third person mode.
If enabled then the character rotation is not synchonized with the camera rotation while the character doesn't move and not in combat mode.
This setting can only be configured by editing the settings configuration file.
This setting can be controlled in Advanced tab of the launcher.
deferred preview rotation
-------------------------
@ -196,5 +197,5 @@ Makes difference only in third person mode.
If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode.
If disabled then the camera rotates rather than the character.
This setting can only be configured by editing the settings configuration file.
This setting can be controlled in Advanced tab of the launcher.

View file

@ -327,7 +327,18 @@ Affects side and diagonal movement. Enabling this setting makes movement more re
If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.
If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.
If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.
This setting can be controlled in Advanced tab of the launcher.
swim upward correction
----------------
:Type: boolean
:Range: True/False
:Default: False
Makes player swim a bit upward from the line of sight. Applies only in third person mode. Intended to make simpler swimming without diving.
This setting can be controlled in Advanced tab of the launcher.
@ -336,9 +347,10 @@ swim upward coef
:Type: floating point
:Range: -1.0 to 1.0
:Default: 0.0
:Default: 0.2
Makes player swim a bit upward (or downward in case of negative value) from the line of sight. Intended to make simpler swimming without diving. Recommened range of values is from 0.0 to 0.2.
Regulates strength of the "swim upward correction" effect (if enabled).
Makes player swim a bit upward (or downward in case of negative value) from the line of sight. Recommened range of values is from 0.0 to 0.25.
This setting can only be configured by editing the settings configuration file.

View file

@ -325,8 +325,11 @@ uncapped damage fatigue = false
# Turn lower body to movement direction. 'true' makes diagonal movement more realistic.
turn to movement direction = false
# Makes player swim a bit upward (or downward in case of negative value) from the line of sight.
swim upward coef = 0.0
# Makes player swim a bit upward from the line of sight.
swim upward correction = false
# Strength of the 'swim upward correction' effect (if enabled).
swim upward coef = 0.2
# Make the training skills proposed by a trainer based on its base attribute instead of its modified ones
trainers training skills based on base skill = false

File diff suppressed because it is too large Load diff