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