diff --git a/apps/openmw/mwmechanics/obstacle.cpp b/apps/openmw/mwmechanics/obstacle.cpp index 63167e302f..b8676a8830 100644 --- a/apps/openmw/mwmechanics/obstacle.cpp +++ b/apps/openmw/mwmechanics/obstacle.cpp @@ -2,8 +2,6 @@ #include -#include "../mwbase/world.hpp" -#include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" @@ -78,10 +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 @@ -125,21 +121,15 @@ namespace MWMechanics */ void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration) { - const ESM::Position pos = actor.getRefData().getPosition(); + const osg::Vec3f pos = actor.getRefData().getPosition().asVec3(); if (mDistSameSpot == -1) - { - const osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(actor); - mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor) + 1.2 * std::max(halfExtents.x(), halfExtents.y()); - } + mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor); const float distSameSpot = mDistSameSpot * duration; - const float squaredMovedDistance = (osg::Vec2f(pos.pos[0], pos.pos[1]) - osg::Vec2f(mPrevX, mPrevY)).length2(); - const bool samePosition = squaredMovedDistance < distSameSpot * distSameSpot; + const bool samePosition = (pos - mPrev).length2() < distSameSpot * distSameSpot; - // update position - mPrevX = pos.pos[0]; - mPrevY = pos.pos[1]; + mPrev = pos; switch(mWalkState) { diff --git a/apps/openmw/mwmechanics/obstacle.hpp b/apps/openmw/mwmechanics/obstacle.hpp index 46c1bc83de..2934ceb1f1 100644 --- a/apps/openmw/mwmechanics/obstacle.hpp +++ b/apps/openmw/mwmechanics/obstacle.hpp @@ -1,6 +1,8 @@ #ifndef OPENMW_MECHANICS_OBSTACLE_H #define OPENMW_MECHANICS_OBSTACLE_H +#include + 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];