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	Use 3d coordinates to detect stuck
To able water and flying creatures move to player going up or down.
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					 2 changed files with 12 additions and 17 deletions
				
			
		|  | @ -76,10 +76,8 @@ namespace MWMechanics | |||
|         return MWWorld::Ptr(); // none found
 | ||||
|     } | ||||
| 
 | ||||
|     ObstacleCheck::ObstacleCheck(): | ||||
|         mPrevX(0) // to see if the moved since last time
 | ||||
|       , mPrevY(0) | ||||
|       , mWalkState(State_Norm) | ||||
|     ObstacleCheck::ObstacleCheck() | ||||
|       : mWalkState(State_Norm) | ||||
|       , mStuckDuration(0) | ||||
|       , mEvadeDuration(0) | ||||
|       , mDistSameSpot(-1) // avoid calculating it each time
 | ||||
|  | @ -123,19 +121,15 @@ namespace MWMechanics | |||
|      */ | ||||
|     void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration) | ||||
|     { | ||||
|         const MWWorld::Class& cls = actor.getClass(); | ||||
|         ESM::Position pos = actor.getRefData().getPosition(); | ||||
|         const osg::Vec3f pos = actor.getRefData().getPosition().asVec3(); | ||||
| 
 | ||||
|         if(mDistSameSpot == -1) | ||||
|             mDistSameSpot = DIST_SAME_SPOT * cls.getSpeed(actor); | ||||
|         if (mDistSameSpot == -1) | ||||
|             mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor); | ||||
| 
 | ||||
|         float distSameSpot = mDistSameSpot * duration; | ||||
|         const float distSameSpot = mDistSameSpot * duration; | ||||
|         const bool samePosition =  (pos - mPrev).length2() <  distSameSpot * distSameSpot; | ||||
| 
 | ||||
|         bool samePosition =  (osg::Vec2f(pos.pos[0], pos.pos[1]) - osg::Vec2f(mPrevX, mPrevY)).length2() <  distSameSpot * distSameSpot; | ||||
| 
 | ||||
|         // update position
 | ||||
|         mPrevX = pos.pos[0]; | ||||
|         mPrevY = pos.pos[1]; | ||||
|         mPrev = pos; | ||||
| 
 | ||||
|         switch(mWalkState) | ||||
|         { | ||||
|  |  | |||
|  | @ -1,6 +1,8 @@ | |||
| #ifndef OPENMW_MECHANICS_OBSTACLE_H | ||||
| #define OPENMW_MECHANICS_OBSTACLE_H | ||||
| 
 | ||||
| #include <osg/Vec3f> | ||||
| 
 | ||||
| namespace MWWorld | ||||
| { | ||||
|     class Ptr; | ||||
|  | @ -37,9 +39,8 @@ namespace MWMechanics | |||
| 
 | ||||
|         private: | ||||
| 
 | ||||
|             // for checking if we're stuck (ignoring Z axis)
 | ||||
|             float mPrevX; | ||||
|             float mPrevY; | ||||
|             // for checking if we're stuck
 | ||||
|             osg::Vec3f mPrev; | ||||
| 
 | ||||
|             // directions to try moving in when get stuck
 | ||||
|             static const float evadeDirections[NUM_EVADE_DIRECTIONS][2]; | ||||
|  |  | |||
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