Merge pull request #2500 from elsid/horker_evade_stuck

Use 3d coordinates to detect stuck (bug #5127)
pull/541/head
Alexei Dobrohotov 5 years ago committed by GitHub
commit ee5b81470c
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@ -2,8 +2,6 @@
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
@ -78,10 +76,8 @@ namespace MWMechanics
return MWWorld::Ptr(); // none found
}
ObstacleCheck::ObstacleCheck():
mPrevX(0) // to see if the moved since last time
, mPrevY(0)
, mWalkState(State_Norm)
ObstacleCheck::ObstacleCheck()
: mWalkState(State_Norm)
, mStuckDuration(0)
, mEvadeDuration(0)
, mDistSameSpot(-1) // avoid calculating it each time
@ -125,21 +121,15 @@ namespace MWMechanics
*/
void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration)
{
const ESM::Position pos = actor.getRefData().getPosition();
const osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
if (mDistSameSpot == -1)
{
const osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(actor);
mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor) + 1.2 * std::max(halfExtents.x(), halfExtents.y());
}
mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor);
const float distSameSpot = mDistSameSpot * duration;
const float squaredMovedDistance = (osg::Vec2f(pos.pos[0], pos.pos[1]) - osg::Vec2f(mPrevX, mPrevY)).length2();
const bool samePosition = squaredMovedDistance < distSameSpot * distSameSpot;
const bool samePosition = (pos - mPrev).length2() < distSameSpot * distSameSpot;
// update position
mPrevX = pos.pos[0];
mPrevY = pos.pos[1];
mPrev = pos;
switch(mWalkState)
{

@ -1,6 +1,8 @@
#ifndef OPENMW_MECHANICS_OBSTACLE_H
#define OPENMW_MECHANICS_OBSTACLE_H
#include <osg/Vec3f>
namespace MWWorld
{
class Ptr;
@ -37,9 +39,8 @@ namespace MWMechanics
private:
// for checking if we're stuck (ignoring Z axis)
float mPrevX;
float mPrevY;
// for checking if we're stuck
osg::Vec3f mPrev;
// directions to try moving in when get stuck
static const float evadeDirections[NUM_EVADE_DIRECTIONS][2];

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