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Adjust the eye level for line of sight checks (Fixes #3407)
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1 changed files with 5 additions and 2 deletions
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@ -3,6 +3,7 @@
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#include <stdexcept>
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#include <osg/Group>
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#include <osg/io_utils>
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#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
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#include <BulletCollision/CollisionShapes/btConeShape.h>
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@ -946,8 +947,10 @@ namespace MWPhysics
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if (!physactor1 || !physactor2)
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return false;
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osg::Vec3f pos1 (physactor1->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor1->getHalfExtents().z() * 0.8)); // eye level
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osg::Vec3f pos2 (physactor2->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor2->getHalfExtents().z() * 0.8));
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osg::Vec3f pos1 (physactor1->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor1->getHalfExtents().z() * 0.9)); // eye level
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osg::Vec3f pos2 (physactor2->getCollisionObjectPosition() + osg::Vec3f(0,0,physactor2->getHalfExtents().z() * 0.9));
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std::cout << "pos1 is " << pos1 << " pos2 " << pos2 << std::endl;
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RayResult result = castRay(pos1, pos2, MWWorld::Ptr(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door);
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