Do not use the collision box offset for combat hit tests (Fixes #3201)

pull/1/head
scrawl 9 years ago
parent 8fcc1911d9
commit c6601ab2ab

@ -1047,13 +1047,25 @@ namespace MWWorld
return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3());
}
std::pair<MWWorld::Ptr,osg::Vec3f> World::getHitContact(const MWWorld::ConstPtr &ptr, float distance)
{
const ESM::Position &posdata = ptr.getRefData().getPosition();
osg::Quat rot = osg::Quat(posdata.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(posdata.rot[2], osg::Vec3f(0,0,-1));
osg::Vec3f pos = getActorHeadTransform(ptr).getTrans();
osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
if (ptr == getPlayerPtr())
pos = getActorHeadTransform(ptr).getTrans(); // special cased for better aiming with the camera
else
{
// general case, compatible with all types of different creatures
// note: we intentionally do *not* use the collision box offset here, this is required to make
// some flying creatures work that have their collision box offset in the air
osg::Vec3f halfExtents = mPhysics->getHalfExtents(ptr);
pos.z() += halfExtents.z() * 2 * 0.75;
distance += halfExtents.y();
}
std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance);
if(result.first.isEmpty())
@ -3221,15 +3233,19 @@ namespace MWWorld
osg::Vec3f World::aimToTarget(const ConstPtr &actor, const MWWorld::ConstPtr& target)
{
osg::Vec3f weaponPos = getActorHeadTransform(actor).getTrans();
osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
weaponPos.z() += mPhysics->getHalfExtents(actor).z() * 2 * 0.75;
osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target);
return (targetPos - weaponPos);
}
float World::getHitDistance(const ConstPtr &actor, const ConstPtr &target)
{
osg::Vec3f weaponPos = getActorHeadTransform(actor).getTrans();
return mPhysics->getHitDistance(weaponPos, target);
osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
osg::Vec3f halfExtents = mPhysics->getHalfExtents(actor);
weaponPos.z() += halfExtents.z() * 2 * 0.75;
return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y();
}
void World::preloadCommonAssets()

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