Merge branch 'floatingpoint' into 'master'

CharacterController: rework movement queueing logic (#7835)

Closes #7835

See merge request OpenMW/openmw!3875
fix-osga-rotate-wildly
psi29a 10 months ago
commit 717f1c9870

@ -2242,8 +2242,6 @@ namespace MWMechanics
if (mAnimation->isPlaying(mCurrentJump))
jumpstate = JumpState_Landing;
vec.x() *= scale;
vec.y() *= scale;
vec.z() = 0.0f;
if (movementSettings.mIsStrafing)
@ -2376,7 +2374,8 @@ namespace MWMechanics
const float speedMult = speed / mMovementAnimSpeed;
mAnimation->adjustSpeedMult(mCurrentMovement, std::min(maxSpeedMult, speedMult));
// Make sure the actual speed is the "expected" speed even though the animation is slower
scale *= std::max(1.f, speedMult / maxSpeedMult);
if (isMovementAnimationControlled())
scale *= std::max(1.f, speedMult / maxSpeedMult);
}
if (!mSkipAnim)
@ -2395,20 +2394,17 @@ namespace MWMechanics
}
}
if (!isMovementAnimationControlled() && !isScriptedAnimPlaying())
world->queueMovement(mPtr, vec);
updateHeadTracking(duration);
}
movement = vec;
movementSettings.mPosition[0] = movementSettings.mPosition[1] = 0;
// Can't reset jump state (mPosition[2]) here in full; we don't know for sure whether the PhysicsSystem will
// actually handle it in this frame due to the fixed minimum timestep used for the physics update. It will
// be reset in PhysicsSystem::move once the jump is handled.
if (movement.z() == 0.f)
movementSettings.mPosition[2] = 0;
// Can't reset jump state (mPosition[2]) here in full; we don't know for sure whether the PhysicSystem will
// actually handle it in this frame due to the fixed minimum timestep used for the physics update. It will
// be reset in PhysicSystem::move once the jump is handled.
if (!mSkipAnim)
updateHeadTracking(duration);
}
else if (cls.getCreatureStats(mPtr).isDead())
{
@ -2425,35 +2421,42 @@ namespace MWMechanics
osg::Vec3f movementFromAnimation
= mAnimation->runAnimation(mSkipAnim && !isScriptedAnimPlaying() ? 0.f : duration);
if (mPtr.getClass().isActor() && isMovementAnimationControlled() && !isScriptedAnimPlaying())
if (mPtr.getClass().isActor() && !isScriptedAnimPlaying())
{
if (duration > 0.0f)
movementFromAnimation /= duration;
else
movementFromAnimation = osg::Vec3f(0.f, 0.f, 0.f);
movementFromAnimation.x() *= scale;
movementFromAnimation.y() *= scale;
if (isMovementAnimationControlled())
{
if (duration != 0.f && movementFromAnimation != osg::Vec3f())
{
movementFromAnimation /= duration;
// Ensure we're moving in the right general direction.
// In vanilla, all horizontal movement is taken from animations, even when moving diagonally (which
// doesn't have a corresponding animation). So to achieve diagonal movement, we have to rotate the
// movement taken from the animation to the intended direction.
//
// Note that while a complete movement animation cycle will have a well defined direction, no
// individual frame will, and therefore we have to determine the direction based on the currently
// playing cycle instead.
if (speed > 0.f)
{
float animMovementAngle = getAnimationMovementDirection();
float targetMovementAngle = std::atan2(-movement.x(), movement.y());
float diff = targetMovementAngle - animMovementAngle;
movementFromAnimation = osg::Quat(diff, osg::Vec3f(0, 0, 1)) * movementFromAnimation;
}
if (speed > 0.f && movementFromAnimation != osg::Vec3f())
movement = movementFromAnimation;
}
else
{
movement = osg::Vec3f();
}
}
else if (mSkipAnim)
{
// Ensure we're moving in the right general direction. In vanilla, all horizontal movement is taken from
// animations, even when moving diagonally (which doesn't have a corresponding animation). So to acheive
// diagonal movement, we have to rotate the movement taken from the animation to the intended
// direction.
//
// Note that while a complete movement animation cycle will have a well defined direction, no individual
// frame will, and therefore we have to determine the direction based on the currently playing cycle
// instead.
float animMovementAngle = getAnimationMovementDirection();
float targetMovementAngle = std::atan2(-movement.x(), movement.y());
float diff = targetMovementAngle - animMovementAngle;
movementFromAnimation = osg::Quat(diff, osg::Vec3f(0, 0, 1)) * movementFromAnimation;
movement = osg::Vec3f();
}
if (!(isPlayer && Settings::game().mPlayerMovementIgnoresAnimation))
movement = movementFromAnimation;
if (mFloatToSurface)
{
if (cls.getCreatureStats(mPtr).isDead()
@ -2468,8 +2471,11 @@ namespace MWMechanics
}
}
movement.x() *= scale;
movement.y() *= scale;
// Update movement
world->queueMovement(mPtr, movement);
if (movement != osg::Vec3f())
world->queueMovement(mPtr, movement);
}
mSkipAnim = false;
@ -2686,11 +2692,15 @@ namespace MWMechanics
bool CharacterController::isMovementAnimationControlled() const
{
if (Settings::game().mPlayerMovementIgnoresAnimation && mPtr == getPlayer())
return false;
if (mInJump)
return false;
bool movementAnimationControlled = mIdleState != CharState_None;
if (mMovementState != CharState_None)
movementAnimationControlled = mMovementAnimationHasMovement;
if (mInJump)
movementAnimationControlled = false;
return movementAnimationControlled;
}

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