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	Do not use the collision box offset for combat hit tests (Fixes #3201)
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					 1 changed files with 21 additions and 5 deletions
				
			
		|  | @ -1047,13 +1047,25 @@ namespace MWWorld | |||
|         return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3()); | ||||
|     } | ||||
| 
 | ||||
| 
 | ||||
|     std::pair<MWWorld::Ptr,osg::Vec3f> World::getHitContact(const MWWorld::ConstPtr &ptr, float distance) | ||||
|     { | ||||
|         const ESM::Position &posdata = ptr.getRefData().getPosition(); | ||||
| 
 | ||||
|         osg::Quat rot = osg::Quat(posdata.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(posdata.rot[2], osg::Vec3f(0,0,-1)); | ||||
|         osg::Vec3f pos = getActorHeadTransform(ptr).getTrans(); | ||||
| 
 | ||||
|         osg::Vec3f pos = ptr.getRefData().getPosition().asVec3(); | ||||
| 
 | ||||
|         if (ptr == getPlayerPtr()) | ||||
|             pos = getActorHeadTransform(ptr).getTrans(); // special cased for better aiming with the camera
 | ||||
|         else | ||||
|         { | ||||
|             // general case, compatible with all types of different creatures
 | ||||
|             // note: we intentionally do *not* use the collision box offset here, this is required to make
 | ||||
|             // some flying creatures work that have their collision box offset in the air
 | ||||
|             osg::Vec3f halfExtents = mPhysics->getHalfExtents(ptr); | ||||
|             pos.z() += halfExtents.z() * 2 * 0.75; | ||||
|             distance += halfExtents.y(); | ||||
|         } | ||||
| 
 | ||||
|         std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance); | ||||
|         if(result.first.isEmpty()) | ||||
|  | @ -3221,15 +3233,19 @@ namespace MWWorld | |||
| 
 | ||||
|     osg::Vec3f World::aimToTarget(const ConstPtr &actor, const MWWorld::ConstPtr& target) | ||||
|     { | ||||
|         osg::Vec3f weaponPos = getActorHeadTransform(actor).getTrans(); | ||||
|         osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3(); | ||||
|         weaponPos.z() += mPhysics->getHalfExtents(actor).z() * 2 * 0.75; | ||||
|         osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target); | ||||
|         return (targetPos - weaponPos); | ||||
|     } | ||||
| 
 | ||||
|     float World::getHitDistance(const ConstPtr &actor, const ConstPtr &target) | ||||
|     { | ||||
|         osg::Vec3f weaponPos = getActorHeadTransform(actor).getTrans(); | ||||
|         return mPhysics->getHitDistance(weaponPos, target); | ||||
|         osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3(); | ||||
|         osg::Vec3f halfExtents = mPhysics->getHalfExtents(actor); | ||||
|         weaponPos.z() += halfExtents.z() * 2 * 0.75; | ||||
| 
 | ||||
|         return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y(); | ||||
|     } | ||||
| 
 | ||||
|     void World::preloadCommonAssets() | ||||
|  |  | |||
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