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165 commits

Author SHA1 Message Date
gus
48b3f1e0cf Clean up. But still a little hacky 2013-03-04 12:08:35 +00:00
gus
7fb2ff18a3 Fix bug induced by previous commit (player orientation wasn't stored correctly), and fix NPC not beeing able to move with certain angles (like angle Z 70) because the trace function was hitting NPC own hitboxes. The solution prposed here is a little hacky, but i works. Need a little clean up(mBody shouldn't be public) 2013-03-03 13:06:45 +00:00
Nathan Jeffords
109dff2d29 renamed high level NIF files... 2013-03-02 13:23:09 -08:00
scrawl
cd68012498 Z-up conversion: raycasts 2013-02-26 14:28:35 +01:00
Chris Robinson
90cb9ee0ac Don't set a vertical velocity when on the ground 2013-02-23 16:30:11 -08:00
Chris Robinson
4eb8ea0c95 Fix stepping and vertical force accumulation 2013-02-20 07:51:36 -08:00
Chris Robinson
b14def7c09 Set the character as being on the ground when colliding with a shallow enough slope 2013-02-20 05:24:38 -08:00
Chris Robinson
fe6fa9ebe7 Simplify newtrace a bit 2013-02-20 04:14:52 -08:00
Chris Robinson
5d55b41714 Remove a now-unneeded(?) hack 2013-02-19 04:59:38 -08:00
Chris Robinson
89fabdb3a9 Update the PhysicActor's RigidBody when moving
This works, but is less than ideal. As it is now, the rigid body gets updated
twice as the position and rotation are set separately. They should instead be
updated together.
2013-02-19 04:18:15 -08:00
Chris Robinson
a510adc572 Allow stepping when not being affected by gravity 2013-02-19 02:25:57 -08:00
Chris Robinson
c694161272 Don't try to step if not on the ground 2013-02-19 01:28:02 -08:00
Chris Robinson
c965bd8e18 Increase step size to 30 2013-02-15 17:22:55 -08:00
Chris Robinson
c57001e3bd Remove an unused field 2013-02-15 05:11:06 -08:00
Chris Robinson
18b606fddf Use the PhysicActor's set/getOnGround method 2013-02-14 20:10:04 -08:00
Chris Robinson
15dc82f454 Increase step size to 15 2013-02-14 18:59:05 -08:00
Chris Robinson
a729b1b12a Snap to the ground after moving
Depends on two factors:
* End up close enough above to a walkable plane (it's within sMaxStep units
  down and is angled sMaxSlope or less)
* Started out on the ground without any upward movement

This also reduces the distance needed to be to the ground to 4 (from 10), and
ensures the actor is 2 units above the ground when on it. Downward force is
also removed when starting on the ground.
2013-02-14 18:34:51 -08:00
Chris Robinson
f5afa43db5 Remove an unneeded parameter 2013-02-07 17:45:41 -08:00
Chris Robinson
d47d2216f2 Use some const references where appropriate 2013-02-07 16:33:44 -08:00
Chris Robinson
cbdd459500 Remove unneeded playerMove from PhysicActor 2013-02-07 15:48:41 -08:00
Chris Robinson
ca6f8b6d88 Reorganize a bit of code in the movement solver 2013-02-07 13:18:16 -08:00
Chris Robinson
fe0e6c452d Remove the unneeded playerMove object from PhysicsSystem 2013-02-07 12:11:10 -08:00
Chris Robinson
8de2d24d0e Restore old ground check 2013-02-06 21:57:59 -08:00
Chris Robinson
e577ee2de8 Add a method to set/retrieve being on the ground 2013-02-06 21:44:58 -08:00
Chris Robinson
dfd16c4424 Fix movement rotations 2013-02-06 12:39:26 -08:00
Chris Robinson
9cf30f39bd Don't apply gravity when swimming 2013-02-05 19:45:51 -08:00
Chris Robinson
e217a3d25c Silence some console spam 2013-02-05 15:51:26 -08:00
Chris Robinson
ee3764e9b3 Increase max slope to 60. 45 is too low. 2013-02-05 15:07:48 -08:00
Chris Robinson
8c0bb1ff4d Rotate movement in the movement solver 2013-02-05 14:02:14 -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
emoose
4a9821dc65 fix kdevelop indentation... 2012-11-02 20:43:07 +00:00
emoose
15f972cc62 fixes: compile: cast error; doors: key id case comparison; character creation: going from CharacterCreation to BirthDialog loses data; character creation: Class/Race/BirthDialog allowing no data; code: clean up a bit
todo: going from CharacterCreation back to CreateClassDialog loses data
2012-11-02 20:33:08 +00:00
greye
18cc435aa1 resolving conflicts 2012-09-21 13:13:11 +04:00
greye
7606ebafd6 resolving conflicts, minor update 2012-09-17 11:37:50 +04:00
Jason Hooks
192d634098 Movement keys; View angles 2012-09-16 13:19:38 -04:00
Jason Hooks
76f2a82884 More pmove stuff; Turned off broadphase, we could not fall in exteriors 2012-09-15 22:48:24 -04:00
Jason Hooks
f586f53a42 positioning 2012-09-15 16:45:50 -04:00
Jason Hooks
02bca98e9f Setrotate working 2012-09-15 13:23:49 -04:00
Jason Hooks
a1a7733730 Set scale implemented 2012-09-12 18:30:32 -04:00
Jason Hooks
23777033fd Starting to implement new PhysicActor 2012-09-05 17:44:11 -04:00
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
Marc Zinnschlag
1da56e2832 removed some unused variables 2012-08-17 15:37:14 +02:00
greye
4f10138a04 using real player sight angles on ray cast 2012-08-17 15:20:57 +04:00
greye
6961830efb using real player eye direction when moving 2012-08-17 15:19:44 +04:00
greye
fe1a9ac3c5 poor camera with some fixes 2012-08-17 15:19:43 +04:00
Jason Hooks
8762f4a47a boxrotation nif field; commented functions 2012-08-15 16:47:26 -04:00
Jason Hooks
7b8b4c366d Set angle now working for npcs and creatures 2012-08-14 20:29:48 -04:00
Jason Hooks
1f5bc229e0 Separate adjustRigidBody function 2012-08-14 18:04:58 -04:00
Jason Hooks
e7329d5f8b Creatures now have a properly positioned box shape 2012-08-12 00:36:49 -04:00
Jason Hooks
083e3537b4 post merge 2012-08-09 17:21:59 -04:00
Jason Hooks
cacf0bd10d Basic collision with npcs 2012-08-04 15:43:33 -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
e1c7d1f529 fixed item sinking 2012-07-25 20:31:39 +04:00
greye
6a3a728a56 Class::getModel implementation 2012-07-25 20:31:39 +04:00
greye
87050e48c8 physics getObjectHeight(), MWWorld::Class::getModel() definition 2012-07-25 20:31:39 +04:00
scrawl
acc5c3bbbf some fixes 2012-07-20 17:08:15 +02:00
Marc Zinnschlag
f11bf49a90 cmake fix; silenced some warnings 2012-07-10 13:23:41 +02:00
gugus
164a5c8fe4 rotation now also work with the physic representation 2012-07-10 12:10:50 +02:00
Jason Hooks
b5edad790d merge 2012-07-07 15:27:04 -04:00
Marc Zinnschlag
4c39fefd1e Issue #107: World is accessed only through the interface class from now on; some include cleanup 2012-07-03 12:30:50 +02:00
Jason Hooks
5c51674070 update 2012-06-20 13:14:27 -04:00
Jason Hooks
86d8a07fc7 Switching back to old scaling 2012-06-19 13:28:06 -04:00
Jason Hooks
4d55ecfdbe Deleting scaled shapes; scaleObject() 2012-06-18 13:03:00 -04:00
Jason Hooks
33fe80723c btScaledBvhTriangleMeshShapes 2012-06-17 20:56:10 -04:00
Jason Hooks
20288de685 Post merge 2012-06-11 15:39:57 -04:00
scrawl
c85c794c86 fixed some cppcheck issues 2012-06-06 20:29:30 +02:00
scrawl
0ba0b2122e set the implicit object for script excution by clicking on it 2012-06-02 12:25:24 +02:00
Jason Hooks
0066ef9b54 Some cleanup 2012-05-22 21:40:24 -04:00
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
4655ec94f0 Merge branch 'master' into physicsaedra2 & fix warnings
Conflicts:
	apps/openmw/mwworld/scene.cpp
2012-04-30 18:46:51 +02:00
scrawl
2c89306306 Merge branch 'physicsaedra2' of https://github.com/jhooks1/openmw into physicsaedra2 2012-04-22 00:33:37 +02:00
Jason Hooks
8ebae0b706 Solid trace 2012-04-21 16:57:46 -04:00
Jason Hooks
16855291a7 Implementing snapping 2012-04-21 16:21:30 -04:00
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
5f9056c45d Better no clip 2012-04-17 20:31:36 -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
Jason Hooks
b9fabce9c4 Awesome, working 2012-03-27 20:17:54 -04:00
scrawl
43b1f896f4 fix object pickup when player is very close to object 2012-03-27 22:36:02 +02:00
Jason Hooks
e4251be529 Down gravity 2012-03-25 15:16:02 -04:00
scrawl
53d4be5cf6 object pickup should work everywhere 2012-03-25 20:52:56 +02:00
Jason Hooks
18a139cd66 adding up and down move buttons 2012-03-24 22:03:08 -04:00
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
ba0365a427 collision shape scale fix 2012-03-02 16:47:39 +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