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Change rotateObject() to take a osg::Vec3f argument instead of 3 floats

for readability.
This commit is contained in:
fredzio 2021-04-11 19:17:17 +02:00
parent 88a5ca440b
commit a7b190ad29
8 changed files with 39 additions and 61 deletions

View file

@ -294,8 +294,7 @@ namespace MWBase
virtual void scaleObject (const MWWorld::Ptr& ptr, float scale) = 0;
virtual void rotateObject(const MWWorld::Ptr& ptr, float x, float y, float z,
RotationFlags flags = RotationFlag_inverseOrder) = 0;
virtual void rotateObject(const MWWorld::Ptr& ptr, const osg::Vec3f& rot, RotationFlags flags = RotationFlag_inverseOrder) = 0;
virtual MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos) = 0;
///< Place an object. Makes a copy of the Ptr.

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@ -57,7 +57,7 @@ namespace MWInput
}
else if (key == "playerlooking" && !value)
{
MWBase::Environment::get().getWorld()->rotateObject(player.getPlayer(), 0.f, 0.f, 0.f);
MWBase::Environment::get().getWorld()->rotateObject(player.getPlayer(), osg::Vec3f());
}
mSwitches[key] = value;
}

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@ -40,7 +40,7 @@ namespace MWLua
else
{
MWWorld::Ptr newObj = world->moveObject(obj, cell, mPos);
world->rotateObject(newObj, mRot.x(), mRot.y(), mRot.z());
world->rotateObject(newObj, mRot);
}
}

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@ -2394,12 +2394,15 @@ void CharacterController::update(float duration)
if(!isKnockedDown() && !isKnockedOut())
{
if (rot != osg::Vec3f())
world->rotateObject(mPtr, rot.x(), rot.y(), rot.z(), true);
world->rotateObject(mPtr, rot, true);
}
else //avoid z-rotating for knockdown
{
if (rot.x() != 0 && rot.y() != 0)
world->rotateObject(mPtr, rot.x(), rot.y(), 0.0f, true);
{
rot.z() = 0.0f;
world->rotateObject(mPtr, rot, true);
}
}
if (!mMovementAnimationControlled)

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@ -167,17 +167,17 @@ namespace MWScript
// XYZ axis use the inverse (XYZ) rotation order like vanilla SetAngle.
// UWV axis use the standard (ZYX) rotation order like TESCS/OpenMW-CS and the rest of the game.
if (axis == "x")
MWBase::Environment::get().getWorld()->rotateObject(ptr,angle,ay,az,MWBase::RotationFlag_inverseOrder);
MWBase::Environment::get().getWorld()->rotateObject(ptr,osg::Vec3f(angle,ay,az),MWBase::RotationFlag_inverseOrder);
else if (axis == "y")
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,angle,az,MWBase::RotationFlag_inverseOrder);
MWBase::Environment::get().getWorld()->rotateObject(ptr,osg::Vec3f(ax,angle,az),MWBase::RotationFlag_inverseOrder);
else if (axis == "z")
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,angle,MWBase::RotationFlag_inverseOrder);
MWBase::Environment::get().getWorld()->rotateObject(ptr,osg::Vec3f(ax,ay,angle),MWBase::RotationFlag_inverseOrder);
else if (axis == "u")
MWBase::Environment::get().getWorld()->rotateObject(ptr,angle,ay,az,MWBase::RotationFlag_none);
MWBase::Environment::get().getWorld()->rotateObject(ptr,osg::Vec3f(angle,ay,az),MWBase::RotationFlag_none);
else if (axis == "w")
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,angle,az,MWBase::RotationFlag_none);
MWBase::Environment::get().getWorld()->rotateObject(ptr,osg::Vec3f(ax,angle,az),MWBase::RotationFlag_none);
else if (axis == "v")
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,angle,MWBase::RotationFlag_none);
MWBase::Environment::get().getWorld()->rotateObject(ptr,osg::Vec3f(ax,ay,angle),MWBase::RotationFlag_none);
}
};
@ -396,14 +396,14 @@ namespace MWScript
ptr = MWBase::Environment::get().getWorld()->moveObject(ptr,store,osg::Vec3f(x,y,z));
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(base,ptr);
float ax = ptr.getRefData().getPosition().rot[0];
float ay = ptr.getRefData().getPosition().rot[1];
auto rot = ptr.getRefData().getPosition().asRotationVec3();
// Note that you must specify ZRot in minutes (1 degree = 60 minutes; north = 0, east = 5400, south = 10800, west = 16200)
// except for when you position the player, then degrees must be used.
// See "Morrowind Scripting for Dummies (9th Edition)" pages 50 and 54 for reference.
if(ptr != MWMechanics::getPlayer())
zRot = zRot/60.0f;
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,osg::DegreesToRadians(zRot));
rot.z() = osg::DegreesToRadians(zRot);
MWBase::Environment::get().getWorld()->rotateObject(ptr,rot);
ptr.getClass().adjustPosition(ptr, false);
}
@ -452,14 +452,14 @@ namespace MWScript
}
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(base,ptr);
float ax = ptr.getRefData().getPosition().rot[0];
float ay = ptr.getRefData().getPosition().rot[1];
auto rot = ptr.getRefData().getPosition().asRotationVec3();
// Note that you must specify ZRot in minutes (1 degree = 60 minutes; north = 0, east = 5400, south = 10800, west = 16200)
// except for when you position the player, then degrees must be used.
// See "Morrowind Scripting for Dummies (9th Edition)" pages 50 and 54 for reference.
if(ptr != MWMechanics::getPlayer())
zRot = zRot/60.0f;
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,osg::DegreesToRadians(zRot));
rot.z() = osg::DegreesToRadians(zRot);
MWBase::Environment::get().getWorld()->rotateObject(ptr,rot);
ptr.getClass().adjustPosition(ptr, false);
}
};
@ -621,16 +621,14 @@ namespace MWScript
Interpreter::Type_Float rotation = osg::DegreesToRadians(runtime[0].mFloat*MWBase::Environment::get().getFrameDuration());
runtime.pop();
float ax = ptr.getRefData().getPosition().rot[0];
float ay = ptr.getRefData().getPosition().rot[1];
float az = ptr.getRefData().getPosition().rot[2];
auto rot = ptr.getRefData().getPosition().asRotationVec3();
if (axis == "x")
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax+rotation,ay,az);
rot.x() += rotation;
else if (axis == "y")
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay+rotation,az);
rot.y() += rotation;
else if (axis == "z")
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,az+rotation);
rot.z() += rotation;
MWBase::Environment::get().getWorld()->rotateObject(ptr,rot);
}
};
@ -682,11 +680,7 @@ namespace MWScript
if (!ptr.isInCell())
return;
float xr = ptr.getCellRef().getPosition().rot[0];
float yr = ptr.getCellRef().getPosition().rot[1];
float zr = ptr.getCellRef().getPosition().rot[2];
MWBase::Environment::get().getWorld()->rotateObject(ptr, xr, yr, zr);
MWBase::Environment::get().getWorld()->rotateObject(ptr, ptr.getCellRef().getPosition().asRotationVec3());
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(ptr,
MWBase::Environment::get().getWorld()->moveObject(ptr, ptr.getCellRef().getPosition().asVec3()));

View file

@ -843,11 +843,7 @@ namespace MWWorld
if (adjustPlayerPos) {
world->moveObject(player, pos.asVec3());
float x = pos.rot[0];
float y = pos.rot[1];
float z = pos.rot[2];
world->rotateObject(player, x, y, z);
world->rotateObject(player, pos.asRotationVec3());
player.getClass().adjustPosition(player, true);
}
@ -922,11 +918,7 @@ namespace MWWorld
{
MWBase::World *world = MWBase::Environment::get().getWorld();
world->moveObject(world->getPlayerPtr(), position.asVec3());
float x = position.rot[0];
float y = position.rot[1];
float z = position.rot[2];
world->rotateObject(world->getPlayerPtr(), x, y, z);
world->rotateObject(world->getPlayerPtr(), position.asRotationVec3());
if (adjustPlayerPos)
world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true);

View file

@ -1131,11 +1131,7 @@ namespace MWWorld
MWWorld::Ptr World::moveObject(const Ptr &ptr, CellStore* newCell, const osg::Vec3f& position, bool movePhysics)
{
ESM::Position pos = ptr.getRefData().getPosition();
pos.pos[0] = position.x();
pos.pos[1] = position.y();
pos.pos[2] = position.z();
std::memcpy(pos.pos, &position, sizeof(osg::Vec3f));
ptr.getRefData().setPosition(pos);
CellStore *currCell = ptr.isInCell() ? ptr.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup
@ -1292,7 +1288,7 @@ namespace MWWorld
updateNavigatorObject(*object);
}
void World::rotateObjectImp(const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags)
void World::rotateObject(const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags)
{
const float pi = static_cast<float>(osg::PI);
@ -1414,11 +1410,6 @@ namespace MWWorld
}
}
void World::rotateObject (const Ptr& ptr, float x, float y, float z, MWBase::RotationFlags flags)
{
rotateObjectImp(ptr, osg::Vec3f(x, y, z), flags);
}
void World::rotateWorldObject (const Ptr& ptr, osg::Quat rotate)
{
if(ptr.getRefData().getBaseNode() != nullptr)
@ -1602,14 +1593,16 @@ namespace MWWorld
bool World::rotateDoor(const Ptr door, MWWorld::DoorState state, float duration)
{
const ESM::Position& objPos = door.getRefData().getPosition();
float oldRot = objPos.rot[2];
auto oldRot = objPos.asRotationVec3();
auto newRot = oldRot;
float minRot = door.getCellRef().getPosition().rot[2];
float maxRot = minRot + osg::DegreesToRadians(90.f);
float diff = duration * osg::DegreesToRadians(90.f) * (state == MWWorld::DoorState::Opening ? 1 : -1);
float targetRot = std::min(std::max(minRot, oldRot + diff), maxRot);
rotateObject(door, objPos.rot[0], objPos.rot[1], targetRot, MWBase::RotationFlag_none);
float targetRot = std::clamp(oldRot.z() + diff, minRot, maxRot);
newRot.z() = targetRot;
rotateObject(door, newRot, MWBase::RotationFlag_none);
bool reached = (targetRot == maxRot && state != MWWorld::DoorState::Idle) || targetRot == minRot;
@ -1660,7 +1653,7 @@ namespace MWWorld
MWBase::Environment::get().getSoundManager()->stopSound3D(door, closeSound);
}
rotateObject(door, objPos.rot[0], objPos.rot[1], oldRot, MWBase::RotationFlag_none);
rotateObject(door, oldRot, MWBase::RotationFlag_none);
}
return reached;
@ -2511,7 +2504,7 @@ namespace MWWorld
player.getClass().getInventoryStore(player).setContListener(anim);
scaleObject(player, player.getCellRef().getScale()); // apply race height
rotateObject(player, 0.f, 0.f, 0.f, MWBase::RotationFlag_inverseOrder | MWBase::RotationFlag_adjust);
rotateObject(player, osg::Vec3f(), MWBase::RotationFlag_inverseOrder | MWBase::RotationFlag_adjust);
MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr());
MWBase::Environment::get().getWindowManager()->watchActor(getPlayerPtr());
@ -3858,7 +3851,7 @@ namespace MWWorld
const ESM::Position& origPos = ptr.getCellRef().getPosition();
MWBase::Environment::get().getWorld()->moveObject(ptr, origPos.asVec3());
MWBase::Environment::get().getWorld()->rotateObject(ptr, origPos.rot[0], origPos.rot[1], origPos.rot[2]);
MWBase::Environment::get().getWorld()->rotateObject(ptr, origPos.asRotationVec3());
ptr.getClass().adjustPosition(ptr, true);
}
return true;

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@ -133,8 +133,6 @@ namespace MWWorld
void updateWeather(float duration, bool paused = false);
void rotateObjectImp (const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags);
Ptr copyObjectToCell(const ConstPtr &ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos);
void updateSoundListener();
@ -387,8 +385,7 @@ namespace MWWorld
/// @note Rotations via this method use a different rotation order than the initial rotations in the CS. This
/// could be considered a bug, but is needed for MW compatibility.
/// \param adjust indicates rotation should be set or adjusted
void rotateObject (const Ptr& ptr, float x, float y, float z,
MWBase::RotationFlags flags = MWBase::RotationFlag_inverseOrder) override;
void rotateObject (const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags = MWBase::RotationFlag_inverseOrder) override;
MWWorld::Ptr placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos) override;
///< Place an object. Makes a copy of the Ptr.