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Revert to original variable names.

This commit is contained in:
cc9cii 2014-03-16 20:09:18 +11:00
parent 22c544d9d7
commit f57c11254f

View file

@ -129,21 +129,20 @@ namespace MWWorld
/* Anything to collide with? */
btCollisionObject *colobj = physicActor->getCollisionBody();
Ogre::Vector3 halfExtents = physicActor->getHalfExtents();
Ogre::Vector3 newPosition = position + halfExtents.z; // NOTE: remember to restore before returning
float actorWaterlevel = waterlevel - halfExtents.z * 0.5;
position.z += halfExtents.z;
waterlevel -= halfExtents.z * 0.5;
/*
* A 3/4 submerged example
*
* +---+
* | |
* | | <- waterlevel
* | | <- (original waterlevel)
* | |
* | | <- newPosition <- actorWaterlevel
* | | <- position <- waterlevel
* | |
* | |
* | |
* +---+ <- position
* +---+ <- (original position)
*/
OEngine::Physic::ActorTracer tracer;
@ -162,9 +161,7 @@ namespace MWWorld
//<< " above waterline, z pos = "<<std::to_string(position.z ) << std::endl;
//}
// FIXME: Choose one
//if((position.z < waterlevel) || isFlying) // under water by any amount or can fly
if((newPosition.z < actorWaterlevel) || isFlying) // 3/4 under water or can fly
if(position.z < waterlevel || isFlying) // under water by any amount or can fly
{
// TODO: Shouldn't water have higher drag in calculating velocity?
velocity = (Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z)*
@ -172,7 +169,7 @@ namespace MWWorld
}
else
{
velocity = Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z)* movement;
velocity = Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) * movement;
// not in water nor can fly, so need to deal with gravity
if(!physicActor->getOnGround())
{
@ -185,7 +182,7 @@ namespace MWWorld
{
wasOnGround = physicActor->getOnGround();
// TODO: Find out if there is a significance with the value 2 used here
tracer.doTrace(colobj, newPosition, newPosition - Ogre::Vector3(0,0,2), engine);
tracer.doTrace(colobj, position, position - Ogre::Vector3(0,0,2), engine);
if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope)
isOnGround = true;
}
@ -197,6 +194,7 @@ namespace MWWorld
velocity.z = std::max(0.0f, velocity.z); // NOTE: two different velocity assignments above
}
Ogre::Vector3 newPosition = position;
/*
* A loop to find newPosition using tracer, if successful different from the starting position.
* nextpos is the local variable used to find potential newPosition, using velocity and remainingTime
@ -210,13 +208,13 @@ namespace MWWorld
// If not able to fly, walk or bipedal don't allow to move out of water
// FIXME: this if condition may not work for large creatures or situations
// where the creature gets above the waterline for some reason
// Therefore starting under water is commented out below.
if(//(newPosition.z + halfExtents.z) <= waterlevel && // started fully under water
if(newPosition.z < waterlevel && // started fully under water
!isFlying && // can't fly
!canWalk && // can't walk
!isBipedal && // not bipedal (assume bipedals can walk)
!isNpc && // FIXME: shouldn't really need this
((nextpos.z + halfExtents.z) > waterlevel)) // but about to go above water
nextpos.z > waterlevel && // but about to go above water
newPosition.z <= waterlevel)
{
const Ogre::Vector3 down(0,0,-1);
Ogre::Real movelen = velocity.normalise();
@ -241,7 +239,7 @@ namespace MWWorld
// We hit something. Try to step up onto it.
// NOTE: May need to stop slaughterfish step out of the water.
if((canWalk || isBipedal || isNpc) && stepMove(colobj, newPosition, velocity, remainingTime, engine))
isOnGround = !((newPosition.z < actorWaterlevel) || isFlying); // Only on the ground if there's gravity
isOnGround = !(newPosition.z < waterlevel || isFlying); // Only on the ground if there's gravity
else
{
// Can't move this way, try to find another spot along the plane
@ -252,7 +250,7 @@ namespace MWWorld
// Do not allow sliding upward if there is gravity. Stepping will have taken
// care of that.
if(!(newPosition.z < actorWaterlevel) || isFlying)
if(!(newPosition.z < waterlevel || isFlying))
velocity.z = std::min(velocity.z, 0.0f);
}
}
@ -269,7 +267,7 @@ namespace MWWorld
isOnGround = false;
}
if(isOnGround || (newPosition.z < actorWaterlevel) || isFlying)
if(isOnGround || newPosition.z < waterlevel || isFlying)
physicActor->setInertialForce(Ogre::Vector3(0.0f));
else
{