Chris Robinson
f2889e4bb5
Remove unused functions and parameters
2013-08-25 16:08:45 -07:00
Chris Robinson
f5d03a16c1
Rename getFacedObject and getFacedHandle for melee hits
2013-08-23 12:27:39 -07:00
Chris Robinson
a546ace94d
Remove an unused method
2013-08-21 07:24:54 -07:00
Chris Robinson
1a9672e31b
Don't update player physics more than 60 times a second
...
Bullet and/or our collision handling code doesn't like timesteps much
smaller than that. Ideally we should do physics in 60fps (or even 30fps)
steps and use prediction and interpolation to get more, but that's not
straight forward and needs a fixed timestep loop to lock physics and
logic together.
2013-08-20 11:31:49 -07:00
Chris Robinson
96bab88da6
Add physics methods to queue and apply movements
2013-08-17 07:48:45 -07:00
Chris Robinson
6195062d72
Try to figure out what gets hit
...
This isn't the greatest. The distance multiplier is a guess, and a sphere cast
may be better.
2013-07-25 12:58:43 -07:00
scrawl
c81b852071
Fixes inaccurate ray casts; rely on getCameraToViewportRay
2013-07-15 00:39:37 +02:00
gus
603af21715
little interface improvement
2013-05-07 19:42:21 +01:00
gus
006f25d1c0
First try to improve AI. Does not work yet due to strange bug in physicsystem
2013-05-06 00:46:50 +01:00
Chris Robinson
d17e1e83d5
Rename MWRender's Player to Camera
2013-04-29 05:50:40 -07:00
scrawl
9343b4459e
Opening doors
2013-04-28 14:59:15 +02:00
scrawl
ebaf80d539
Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
2013-04-03 23:55:57 +02:00
scrawl
84afd87321
Placeable objects should not collide unless they have a NiRootCollisionNode
2013-03-14 03:04:02 +01:00
Chris Robinson
c57001e3bd
Remove an unused field
2013-02-15 05:11:06 -08:00
Chris Robinson
fe0e6c452d
Remove the unneeded playerMove object from PhysicsSystem
2013-02-07 12:11:10 -08:00
Chris Robinson
923d0d6eb4
Fix up some header includes
2013-02-06 21:47:09 -08:00
Chris Robinson
9cf30f39bd
Don't apply gravity when swimming
2013-02-05 19:45:51 -08:00
Chris Robinson
2c39760bd5
Move the movement solver code to mwworld's physics system
2013-02-05 12:45:10 -08:00
Chris Robinson
0a4568bd11
Move the PtrMovementList typedef to MWWorld
...
Use it for the doPhysics parameter, too
2013-02-05 11:03:39 -08:00
Chris Robinson
2cdda96798
Clear out some unneeded doPhysics stuff
2013-02-05 10:23:26 -08:00
Nathan Jeffords
0108be2e4f
updated MWWorld::PhysicsSystem::getFacedXXX functions
...
* changed the names and return values to be consistent
* made the distance to search a parameter
* change the distance returned to world units instead of percentage of query distance
2013-01-07 23:00:00 -08:00
emoose
7a7825577a
Changed: use MWWorld::Ptr for PhysicsSystem arguments
2012-11-05 19:37:27 +00:00
Jason Hooks
2efceba1fc
Tearing apart PhysicActor
2012-09-03 20:32:20 -04:00
Jason Hooks
0697c7f7f4
Finally merged in master
2012-09-01 17:28:12 -04:00
greye
6961830efb
using real player eye direction when moving
2012-08-17 15:19:44 +04:00
Jason Hooks
1f5bc229e0
Separate adjustRigidBody function
2012-08-14 18:04:58 -04:00
greye
26595f22f6
float* -> Vector3, moveToCell -> copyToCell, fixed placeObject()
2012-07-26 16:14:11 +04:00
greye
cd04911f3c
dropping on the ground
2012-07-25 20:31:39 +04:00
greye
49b1d5e127
fix object placing
2012-07-25 20:31:39 +04:00
greye
87050e48c8
physics getObjectHeight(), MWWorld::Class::getModel() definition
2012-07-25 20:31:39 +04:00
guidoj
0549e949ba
Mostly removal of unnecessary #include's and a little clean up
2012-07-17 09:27:12 +02:00
Jason Hooks
33fe80723c
btScaledBvhTriangleMeshShapes
2012-06-17 20:56:10 -04:00
scrawl
0ba0b2122e
set the implicit object for script excution by clicking on it
2012-06-02 12:25:24 +02:00
scrawl
b18ee198b4
use a raycast to determine where to place object, if distance is too far
...
drop it on the ground
2012-05-15 16:47:23 +02:00
scrawl
86b6184f43
pMove in a seperate loop with fixed timestep to prevent frame-dependent movement
2012-04-30 23:55:22 +02:00
scrawl
75b336baea
Merge branch 'physicsaedra2' of https://github.com/jhooks1/openmw into physicsaedra2
...
Conflicts:
apps/openmw/mwinput/inputmanager.cpp
apps/openmw/mwworld/player.cpp
libs/openengine/bullet/physic.cpp
2012-04-18 13:43:15 +02:00
Jason Hooks
4d07ae7fe0
Swimming working
2012-04-18 00:13:38 -04:00
Jason Hooks
1ce759af06
Merging in master
2012-04-17 18:12:05 -04:00
scrawl
75dd651205
Merge branch 'terraincollision' into physicsterrain
...
Conflicts:
apps/openmw/mwworld/physicssystem.cpp
2012-04-09 13:56:09 +02:00
scrawl
9e1a9e5758
Merge branch 'master' into physicsaedra2
...
Conflicts:
apps/openmw/mwinput/inputmanager.cpp
libs/openengine/bullet/physic.cpp
2012-04-08 17:08:36 +02:00
Jason Hooks
57299571d5
Preparing for clothes/armor
2012-04-02 22:08:46 -04:00
scrawl
c0af3c7241
Merge branch 'master' into terraincollision
...
Conflicts:
apps/openmw/mwworld/scene.cpp
2012-04-02 19:57:58 +02:00
Jason Hooks
0021ccf862
Merge remote-tracking branch 'upstream/master'
2012-03-31 20:48:42 -04:00
scrawl
53d4be5cf6
object pickup should work everywhere
2012-03-25 20:52:56 +02:00
Jason Hooks
2b3e75718c
Updating everything
2012-03-19 20:03:48 -04:00
scrawl
9612ce595b
Merge branch 'master' of https://github.com/zinnschlag/openmw into terraincollision
...
Conflicts:
CMakeLists.txt
2012-03-13 17:09:50 +01:00
scrawl
aad8f6605e
send a raycast through the physics engine to check if sun is visible
2012-02-24 16:12:43 +01:00
Cris Mihalache
6d4fa9274e
Moved OpenEngine systems into their appropriate classes
2012-01-29 17:31:18 +02:00
Jason Hooks
15fcdc8b72
Physics working
2011-11-17 19:38:52 -05:00
Jason Hooks
62d8d1add2
more recommended changes
2011-11-11 14:37:42 -05:00