forked from mirror/openmw-tes3mp
Do not apply queue movement for standing actors
This commit is contained in:
parent
b995584ad2
commit
3636cf2015
11 changed files with 62 additions and 7 deletions
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@ -388,6 +388,7 @@ namespace MWBase
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virtual bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const = 0;
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virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const = 0;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0;
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virtual bool isIdle(const MWWorld::Ptr &ptr) const = 0;
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virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const = 0;
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@ -866,8 +866,7 @@ namespace MWMechanics
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}
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// place above to prevent moving inside objects, e.g. stairs, because a vector between pathgrids can be underground.
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// Adding 20 in adjustPosition() is not enough.
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dest.mZ += 60;
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dest.mZ += 80;
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ToWorldCoordinates(dest, actor.getCell()->getCell());
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@ -2029,7 +2029,8 @@ void CharacterController::update(float duration)
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moved.z() = 1.0;
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// Update movement
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if(mMovementAnimationControlled && mPtr.getClass().isActor())
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// We should not apply movement for standing actors
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if(mMovementAnimationControlled && mPtr.getClass().isActor() && (movement.length2() > 0.f || !world->isIdle(mPtr)))
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world->queueMovement(mPtr, moved);
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mSkipAnim = false;
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@ -18,7 +18,7 @@ namespace MWPhysics
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Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape> shape, btCollisionWorld* world)
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: mCanWaterWalk(false), mWalkingOnWater(false)
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, mCollisionObject(nullptr), mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
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, mCollisionObject(nullptr), mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false), mIdle(true)
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, mInternalCollisionMode(true)
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, mExternalCollisionMode(true)
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, mCollisionWorld(world)
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@ -195,6 +195,11 @@ void Actor::setOnSlope(bool slope)
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mOnSlope = slope;
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}
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void Actor::setIdle(bool idle)
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{
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mIdle = idle;
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}
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bool Actor::isWalkingOnWater() const
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{
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return mWalkingOnWater;
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@ -139,6 +139,13 @@ namespace MWPhysics
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return mInternalCollisionMode && mOnSlope;
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}
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void setIdle(bool idle);
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bool getIdle() const
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{
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return mIdle;
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}
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btCollisionObject* getCollisionObject() const
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{
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return mCollisionObject.get();
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@ -179,6 +186,7 @@ namespace MWPhysics
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osg::Vec3f mForce;
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bool mOnGround;
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bool mOnSlope;
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bool mIdle;
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bool mInternalCollisionMode;
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bool mExternalCollisionMode;
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@ -683,6 +683,7 @@ namespace MWPhysics
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, mWaterEnabled(false)
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, mParentNode(parentNode)
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, mPhysicsDt(1.f / 60.f)
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, mIdleUpdateTimer(0)
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{
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mResourceSystem->addResourceManager(mShapeManager.get());
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@ -739,6 +740,18 @@ namespace MWPhysics
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delete mBroadphase;
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}
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void PhysicsSystem::updateIdle()
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{
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for (ActorMap::iterator it = mActors.begin(); it != mActors.end(); ++it)
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{
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osg::Vec3f pos(it->second->getCollisionObjectPosition());
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RayResult result = castRay(pos, pos - osg::Vec3f(0, 0, it->second->getHalfExtents().z() + 2), it->second->getPtr(), std::vector<MWWorld::Ptr>(), CollisionType_World|CollisionType_HeightMap|CollisionType_Door);
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it->second->setIdle(result.mHit);
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}
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}
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void PhysicsSystem::setUnrefQueue(SceneUtil::UnrefQueue *unrefQueue)
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{
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mUnrefQueue = unrefQueue;
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@ -1045,6 +1058,11 @@ namespace MWPhysics
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return physactor && physactor->getOnGround();
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}
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bool PhysicsSystem::isIdle(const MWWorld::Ptr &actor)
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{
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Actor* physactor = getActor(actor);
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return physactor && physactor->getIdle();
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}
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bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel)
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{
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const Actor* physicActor = getActor(actor);
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@ -1337,6 +1355,10 @@ namespace MWPhysics
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cmode = !cmode;
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found->second->enableCollisionMode(cmode);
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found->second->enableCollisionBody(cmode);
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if (cmode)
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queueObjectMovement(MWMechanics::getPlayer(), osg::Vec3f(0, 0, -0.1f));
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return cmode;
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}
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@ -1456,6 +1478,13 @@ namespace MWPhysics
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for (std::set<Object*>::iterator it = mAnimatedObjects.begin(); it != mAnimatedObjects.end(); ++it)
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(*it)->animateCollisionShapes(mCollisionWorld);
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mIdleUpdateTimer -= dt;
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if (mIdleUpdateTimer <= 0.f)
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{
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mIdleUpdateTimer = 0.5f;
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updateIdle();
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}
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#ifndef BT_NO_PROFILE
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CProfileManager::Reset();
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CProfileManager::Increment_Frame_Counter();
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@ -124,6 +124,7 @@ namespace MWPhysics
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bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const;
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bool isOnGround (const MWWorld::Ptr& actor);
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bool isIdle (const MWWorld::Ptr& actor);
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bool canMoveToWaterSurface (const MWWorld::ConstPtr &actor, const float waterlevel);
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@ -173,6 +174,7 @@ namespace MWPhysics
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private:
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void updateWater();
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void updateIdle();
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osg::ref_ptr<SceneUtil::UnrefQueue> mUnrefQueue;
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@ -221,6 +223,7 @@ namespace MWPhysics
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osg::ref_ptr<osg::Group> mParentNode;
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float mPhysicsDt;
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float mIdleUpdateTimer;
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PhysicsSystem (const PhysicsSystem&);
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PhysicsSystem& operator= (const PhysicsSystem&);
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@ -700,6 +700,8 @@ namespace MWScript
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virtual void execute (Interpreter::Runtime& runtime)
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{
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MWWorld::Ptr ptr = R()(runtime);
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MWBase::Environment::get().getWorld()->queueMovement(ptr, osg::Vec3f(0, 0, -0.1f));
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}
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};
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@ -506,7 +506,7 @@ void MWState::StateManager::loadGame (const Character *character, const std::str
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if (firstPersonCam != MWBase::Environment::get().getWorld()->isFirstPerson())
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MWBase::Environment::get().getWorld()->togglePOV();
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MWWorld::ConstPtr ptr = MWMechanics::getPlayer();
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const MWWorld::Ptr ptr = MWMechanics::getPlayer();
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if (ptr.isInCell())
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{
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@ -538,6 +538,9 @@ void MWState::StateManager::loadGame (const Character *character, const std::str
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// Since we passed "changeEvent=false" to changeCell, we shouldn't have triggered the cell change flag.
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// But make sure the flag is cleared anyway in case it was set from an earlier game.
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MWBase::Environment::get().getWorld()->markCellAsUnchanged();
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// Workaround to fix camera position upon game load
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MWBase::Environment::get().getWorld()->queueMovement(ptr, osg::Vec3f(0, 0, 0));
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}
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catch (const std::exception& e)
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{
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@ -1314,8 +1314,6 @@ namespace MWWorld
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if (pos.z() < terrainHeight)
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pos.z() = terrainHeight;
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pos.z() += 20; // place slightly above. will snap down to ground with code below
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if (force || !isFlying(ptr))
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{
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osg::Vec3f traced = mPhysics->traceDown(ptr, pos, 500);
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@ -2157,6 +2155,11 @@ namespace MWWorld
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return mPhysics->isOnGround(ptr);
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}
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bool World::isIdle(const MWWorld::Ptr &ptr) const
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{
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return mPhysics->isIdle(ptr);
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}
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void World::togglePOV()
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{
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mRendering->togglePOV();
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@ -489,6 +489,7 @@ namespace MWWorld
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bool isWading(const MWWorld::ConstPtr &object) const override;
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bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const override;
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bool isOnGround(const MWWorld::Ptr &ptr) const override;
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bool isIdle(const MWWorld::Ptr &ptr) const override;
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osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const override;
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