Revert a problematic and performance costly workaround that should never have been applied and is no longer required as of the last commit.

pull/142/head
scrawl 8 years ago
parent 541fbb4792
commit d39d4f2619

@ -995,41 +995,10 @@ namespace MWPhysics
return !result.mHit;
}
// physactor->getOnGround() is not a reliable indicator of whether the actor
// is on the ground (defaults to false, which means code blocks such as
// CharacterController::update() may falsely detect "falling").
//
// Also, collisions can move z position slightly off zero, giving a false
// indication. In order to reduce false detection of jumping, small distance
// below the actor is detected and ignored. A value of 1.5 is used here, but
// something larger may be more suitable. This change should resolve Bug#1271.
//
// TODO: There might be better places to update PhysicActor::mOnGround.
bool PhysicsSystem::isOnGround(const MWWorld::Ptr &actor)
{
Actor* physactor = getActor(actor);
if(!physactor)
return false;
if(physactor->getOnGround())
return true;
else
{
osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
ActorTracer tracer;
// a small distance above collision object is considered "on ground"
tracer.findGround(physactor,
pos,
pos - osg::Vec3f(0, 0, 1.5f), // trace a small amount down
mCollisionWorld);
if(tracer.mFraction < 1.0f) // collision, must be close to something below
{
physactor->setOnGround(true);
return true;
}
else
return false;
}
return physactor->getOnGround();
}
bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel)

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