Tweak object VFX scaling (bug #4989)

pull/541/head
Capostrophic 6 years ago
parent 85076d6bfd
commit f2638b58c1

@ -76,6 +76,7 @@
Bug #4979: AiTravel maximum range depends on "actors processing range" setting
Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player
Bug #4984: "Friendly hits" feature should be used only for player's followers
Bug #4989: Object dimension-dependent VFX scaling behavior is inconsistent
Bug #4990: Dead bodies prevent you from hitting
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI

@ -3,6 +3,7 @@
#include <limits>
#include <iomanip>
#include <components/misc/constants.hpp>
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
@ -1085,41 +1086,18 @@ namespace MWMechanics
std::string texture = effect->mParticle;
float scale = 1.0f;
osg::Vec3f pos (mCaster.getRefData().getPosition().asVec3());
if (animation && mCaster.getClass().isNpc())
{
// For NPC we should take race height as scaling factor
const ESM::NPC *npc = mCaster.get<ESM::NPC>()->mBase;
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
const ESM::Race *race =
esmStore.get<ESM::Race>().find(npc->mRace);
scale = npc->isMale() ? race->mData.mHeight.mMale : race->mData.mHeight.mFemale;
}
else
{
osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(mCaster);
// TODO: take a size of particle or NPC with height and weight = 1.0 as scale = 1.0
float scaleX = halfExtents.x() * 2 / 60.f;
float scaleY = halfExtents.y() * 2 / 60.f;
float scaleZ = halfExtents.z() * 2 / 120.f;
scale = std::max({ scaleX, scaleY, scaleZ });
}
// If the caster has no animation, add the effect directly to the effectManager
if (animation)
{
animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex, false, "", texture, scale);
animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex, false, "", texture);
}
else
{
// We should set scale for effect manager manually
// If the caster has no animation, add the effect directly to the effectManager
// We should scale it manually
osg::Vec3f bounds (MWBase::Environment::get().getWorld()->getHalfExtents(mCaster) * 2.f / Constants::UnitsPerFoot);
float scale = std::max({ bounds.x()/3.f, bounds.y()/3.f, bounds.z()/6.f });
float meshScale = !mCaster.getClass().isActor() ? mCaster.getCellRef().getScale() : 1.0f;
MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + castStatic->mModel, effect->mParticle, pos, scale * meshScale);
}

@ -1631,7 +1631,7 @@ namespace MWRender
SceneUtil::addLight(parent, esmLight, Mask_ParticleSystem, Mask_Lighting, exterior);
}
void Animation::addEffect (const std::string& model, int effectId, bool loop, const std::string& bonename, const std::string& texture, float scale)
void Animation::addEffect (const std::string& model, int effectId, bool loop, const std::string& bonename, const std::string& texture)
{
if (!mObjectRoot.get())
return;
@ -1663,7 +1663,12 @@ namespace MWRender
}
osg::ref_ptr<osg::PositionAttitudeTransform> trans = new osg::PositionAttitudeTransform;
trans->setScale(osg::Vec3f(scale, scale, scale));
if (!mPtr.getClass().isNpc())
{
osg::Vec3f bounds (MWBase::Environment::get().getWorld()->getHalfExtents(mPtr) * 2.f / Constants::UnitsPerFoot);
float scale = std::max({ bounds.x()/3.f, bounds.y()/3.f, bounds.z()/6.f });
trans->setScale(osg::Vec3f(scale, scale, scale));
}
parentNode->addChild(trans);
osg::ref_ptr<osg::Node> node = mResourceSystem->getSceneManager()->getInstance(model, trans);

@ -365,7 +365,7 @@ public:
* @param texture override the texture specified in the model's materials - if empty, do not override
* @note Will not add an effect twice.
*/
void addEffect (const std::string& model, int effectId, bool loop = false, const std::string& bonename = "", const std::string& texture = "", float scale = 1.0f);
void addEffect (const std::string& model, int effectId, bool loop = false, const std::string& bonename = "", const std::string& texture = "");
void removeEffect (int effectId);
void removeEffects ();
void getLoopingEffects (std::vector<int>& out) const;

Loading…
Cancel
Save