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@ -98,27 +98,21 @@ namespace MWPhysics
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// Check if we actually found a valid spawn point (use an infinitely thin ray this time).
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// Required for some broken door destinations in Morrowind.esm, where the spawn point
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// intersects with other geometry if the actor's base is taken into account
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btVector3 from = Misc::Convert::toBullet(position + offset);
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btVector3 from = Misc::Convert::toBullet(position);
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btVector3 to = from - btVector3(0, 0, maxHeight);
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btCollisionWorld::ClosestConvexResultCallback resultCallback1(from, to);
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btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
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resultCallback1.m_collisionFilterGroup = CollisionType_AnyPhysical;
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resultCallback1.m_collisionFilterMask = CollisionType_World | CollisionType_HeightMap;
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const btQuaternion btrot = btQuaternion::getIdentity();
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collisionWorld->convexSweepTest(
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actor->getConvexShape(), btTransform(btrot, from), btTransform(btrot, to), resultCallback1);
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collisionWorld->rayTest(from, to, resultCallback1);
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if (resultCallback1.hasHit()
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&& ((Misc::Convert::toOsg(resultCallback1.m_hitPointWorld) - tracer.mEndPos + offset).length2() > 35 * 35
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|| !isWalkableSlope(tracer.mPlaneNormal)))
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{
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actor->setOnSlope(!isWalkableSlope(resultCallback1.m_hitNormalWorld));
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osg::Vec3f res = Misc::Convert::toOsg(resultCallback1.m_hitPointWorld);
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res.x() = position.x();
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res.y() = position.y();
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res.z() += sGroundOffset;
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return res;
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return Misc::Convert::toOsg(resultCallback1.m_hitPointWorld) + osg::Vec3f(0.f, 0.f, sGroundOffset);
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}
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actor->setOnSlope(!isWalkableSlope(tracer.mPlaneNormal));
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