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Merge branch 'fix-infinite-fall-into-void' into 'master'
Fix infinite fall into void (#1415) Closes #1415 See merge request OpenMW/openmw!4100
This commit is contained in:
commit
a3bfd3a337
3 changed files with 56 additions and 8 deletions
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@ -174,6 +174,7 @@
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Bug #7943: Using "addSoulGem" and "dropSoulGem" commands to creatures works only with "Weapon & Shield" flagged ones
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Bug #7970: Difference of GetPCSleep (?) behavior between vanilla and OpenMW
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Bug #7980: Paralyzed NPCs' lips move
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Feature #1415: Infinite fall failsafe
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Feature #2566: Handle NAM9 records for manual cell references
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Feature #3537: Shader-based water ripples
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Feature #5173: Support for NiFogProperty
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@ -39,6 +39,8 @@
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#include "../mwphysics/object.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwworld/actionteleport.hpp"
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#include "cellpreloader.hpp"
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#include "cellstore.hpp"
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#include "cellvisitors.hpp"
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@ -138,10 +140,22 @@ namespace
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}
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void addObject(const MWWorld::Ptr& ptr, const MWWorld::World& world, const MWPhysics::PhysicsSystem& physics,
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DetourNavigator::Navigator& navigator, const DetourNavigator::UpdateGuard* navigatorUpdateGuard = nullptr)
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float& lowestPoint, bool isInterior, DetourNavigator::Navigator& navigator,
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const DetourNavigator::UpdateGuard* navigatorUpdateGuard = nullptr)
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{
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if (const auto object = physics.getObject(ptr))
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{
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// Find the lowest point of this collision object in world space from its AABB if interior
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// this point is used to determine the infinite fall cutoff from lowest point in the cell
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if (isInterior)
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{
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btVector3 aabbMin;
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btVector3 aabbMax;
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const auto transform = object->getTransform();
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object->getShapeInstance()->mCollisionShape->getAabb(transform, aabbMin, aabbMax);
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lowestPoint = std::min(lowestPoint, static_cast<float>(aabbMin.z()));
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}
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const DetourNavigator::ObjectTransform objectTransform{ ptr.getRefData().getPosition(),
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ptr.getCellRef().getScale() };
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@ -526,6 +540,7 @@ namespace MWWorld
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navigatorUpdateGuard.reset();
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assert(mActiveCells.empty());
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mCurrentCell = nullptr;
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mLowestPoint = std::numeric_limits<float>::max();
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mPreloader->clear();
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}
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@ -556,12 +571,39 @@ namespace MWWorld
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void Scene::playerMoved(const osg::Vec3f& pos)
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{
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if (!mCurrentCell || !mCurrentCell->isExterior())
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if (!mCurrentCell)
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return;
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osg::Vec2i newCell = getNewGridCenter(pos, &mCurrentGridCenter);
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if (newCell != mCurrentGridCenter)
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requestChangeCellGrid(pos, newCell);
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// The player is reset when z is 90 units below the lowest reference bound z.
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constexpr float lowestPointAdjustment = -90.0f;
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if (mCurrentCell->isExterior())
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{
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osg::Vec2i newCell = getNewGridCenter(pos, &mCurrentGridCenter);
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if (newCell != mCurrentGridCenter)
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requestChangeCellGrid(pos, newCell);
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}
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else if (pos.z() < mLowestPoint + lowestPointAdjustment)
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{
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// Player has fallen into the void, reset to interior marker/coc (#1415)
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const std::string_view cellNameId = mCurrentCell->getCell()->getNameId();
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MWBase::World* world = MWBase::Environment::get().getWorld();
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MWWorld::Ptr playerPtr = world->getPlayerPtr();
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// Check that collision is enabled, which is opposite to Vanilla
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// this change was decided in MR #4100 as the behaviour is preferable
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if (world->isActorCollisionEnabled(playerPtr))
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{
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ESM::Position newPos;
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const ESM::RefId refId = world->findInteriorPosition(cellNameId, newPos);
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// Only teleport if that teleport point is > the lowest point, rare edge case
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if (!refId.empty() && newPos.pos[2] >= mLowestPoint - lowestPointAdjustment)
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{
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MWWorld::ActionTeleport(refId, newPos, false).execute(playerPtr);
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Log(Debug::Warning) << "Player position has been reset due to falling into the void";
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}
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}
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}
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}
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void Scene::requestChangeCellGrid(const osg::Vec3f& position, const osg::Vec2i& cell, bool changeEvent)
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@ -840,6 +882,7 @@ namespace MWWorld
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, mPreloadDoors(Settings::cells().mPreloadDoors)
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, mPreloadFastTravel(Settings::cells().mPreloadFastTravel)
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, mPredictionTime(Settings::cells().mPredictionTime)
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, mLowestPoint(std::numeric_limits<float>::max())
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{
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mPreloader = std::make_unique<CellPreloader>(rendering.getResourceSystem(), physics->getShapeManager(),
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rendering.getTerrain(), rendering.getLandManager());
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@ -970,20 +1013,23 @@ namespace MWWorld
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void Scene::insertCell(
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CellStore& cell, Loading::Listener* loadingListener, const DetourNavigator::UpdateGuard* navigatorUpdateGuard)
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{
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const bool isInterior = !cell.isExterior();
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InsertVisitor insertVisitor(cell, loadingListener);
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cell.forEach(insertVisitor);
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insertVisitor.insert(
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[&](const MWWorld::Ptr& ptr) { addObject(ptr, mWorld, mPagedRefs, *mPhysics, mRendering); });
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insertVisitor.insert(
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[&](const MWWorld::Ptr& ptr) { addObject(ptr, mWorld, *mPhysics, mNavigator, navigatorUpdateGuard); });
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insertVisitor.insert([&](const MWWorld::Ptr& ptr) {
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addObject(ptr, mWorld, *mPhysics, mLowestPoint, isInterior, mNavigator, navigatorUpdateGuard);
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});
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}
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void Scene::addObjectToScene(const Ptr& ptr)
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{
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const bool isInterior = mCurrentCell && !mCurrentCell->isExterior();
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try
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{
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addObject(ptr, mWorld, mPagedRefs, *mPhysics, mRendering);
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addObject(ptr, mWorld, *mPhysics, mNavigator);
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addObject(ptr, mWorld, *mPhysics, mLowestPoint, isInterior, mNavigator);
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mWorld.scaleObject(ptr, ptr.getCellRef().getScale());
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}
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catch (std::exception& e)
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@ -102,6 +102,7 @@ namespace MWWorld
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bool mPreloadDoors;
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bool mPreloadFastTravel;
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float mPredictionTime;
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float mLowestPoint;
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int mHalfGridSize = Constants::CellGridRadius;
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