Fix being able to place items on top of actors (Fixes #1403)

deque
scrawl 11 years ago
parent 3d103f3785
commit c36decb855

@ -492,7 +492,7 @@ namespace MWWorld
return std::make_pair(true, ray.getPoint(len * test.second)); return std::make_pair(true, ray.getPoint(len * test.second));
} }
std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY, Ogre::Vector3* normal) std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY, Ogre::Vector3* normal, std::string* hit)
{ {
Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay( Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay(
mouseX, mouseX,
@ -510,6 +510,8 @@ namespace MWWorld
return std::make_pair(false, Ogre::Vector3()); return std::make_pair(false, Ogre::Vector3());
else else
{ {
if (hit != NULL)
*hit = result.first;
return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable
} }
} }

@ -70,9 +70,10 @@ namespace MWWorld
std::pair<bool, Ogre::Vector3> std::pair<bool, Ogre::Vector3>
castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len); castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len);
std::pair<bool, Ogre::Vector3> castRay(float mouseX, float mouseY, Ogre::Vector3* normal = NULL); std::pair<bool, Ogre::Vector3> castRay(float mouseX, float mouseY, Ogre::Vector3* normal = NULL, std::string* hit = NULL);
///< cast ray from the mouse, return true if it hit something and the first result ///< cast ray from the mouse, return true if it hit something and the first result
/// @param normal if non-NULL, the hit normal will be written there (if there is a hit) /// @param normal if non-NULL, the hit normal will be written there (if there is a hit)
/// @param hit if non-NULL, the string handle of the hit object will be written there (if there is a hit)
OEngine::Physic::PhysicEngine* getEngine(); OEngine::Physic::PhysicEngine* getEngine();

@ -1624,12 +1624,20 @@ namespace MWWorld
bool World::canPlaceObject(float cursorX, float cursorY) bool World::canPlaceObject(float cursorX, float cursorY)
{ {
Ogre::Vector3 normal(0,0,0); Ogre::Vector3 normal(0,0,0);
std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY, &normal); std::string handle;
std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY, &normal, &handle);
if (result.first) if (result.first)
{ {
// check if the wanted position is on a flat surface, and not e.g. against a vertical wall // check if the wanted position is on a flat surface, and not e.g. against a vertical wall
return (normal.angleBetween(Ogre::Vector3(0.f,0.f,1.f)).valueDegrees() < 30); if (normal.angleBetween(Ogre::Vector3(0.f,0.f,1.f)).valueDegrees() >= 30)
return false;
MWWorld::Ptr hitObject = searchPtrViaHandle(handle);
if (!hitObject.isEmpty() && hitObject.getClass().isActor())
return false;
return true;
} }
else else
return false; return false;

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