forked from mirror/openmw-tes3mp
Simplified doors, now they will stop after hitting an obstacle instead of trying to back off.
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1 changed files with 2 additions and 22 deletions
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@ -1113,11 +1113,6 @@ namespace MWWorld
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float targetRot = std::min(std::max(0.f, oldRot + diff * (it->second ? 1 : -1)), 90.f);
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float targetRot = std::min(std::max(0.f, oldRot + diff * (it->second ? 1 : -1)), 90.f);
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localRotateObject(it->first, 0, 0, targetRot);
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localRotateObject(it->first, 0, 0, targetRot);
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// AABB of the door
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Ogre::Vector3 min,max;
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mPhysics->getObjectAABB(it->first, min, max);
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Ogre::Vector3 dimensions = max-min;
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/// \todo should use convexSweepTest here
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/// \todo should use convexSweepTest here
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std::vector<std::string> collisions = mPhysics->getCollisions(it->first);
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std::vector<std::string> collisions = mPhysics->getCollisions(it->first);
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for (std::vector<std::string>::iterator cit = collisions.begin(); cit != collisions.end(); ++cit)
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for (std::vector<std::string>::iterator cit = collisions.begin(); cit != collisions.end(); ++cit)
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@ -1125,23 +1120,8 @@ namespace MWWorld
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MWWorld::Ptr ptr = getPtrViaHandle(*cit);
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MWWorld::Ptr ptr = getPtrViaHandle(*cit);
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if (MWWorld::Class::get(ptr).isActor())
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if (MWWorld::Class::get(ptr).isActor())
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{
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{
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// we collided with an actor, we need to undo the rotation and push the door away from the actor
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// we collided with an actor, we need to undo the rotation
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localRotateObject(it->first, 0, 0, oldRot);
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// figure out on which side of the door the actor we collided with is
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Ogre::Vector3 relativePos = it->first.getRefData().getBaseNode()->
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convertWorldToLocalPosition(ptr.getRefData().getBaseNode()->_getDerivedPosition());
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float axisToCheck;
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if (dimensions.x > dimensions.y)
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axisToCheck = relativePos.y * boost::math::sign((min+max).y);
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else
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axisToCheck = relativePos.x * boost::math::sign((min+max).x);
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if (axisToCheck >= 0)
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targetRot = std::min(std::max(0.f, oldRot + diff*0.5f), 90.f);
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else
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targetRot = std::min(std::max(0.f, oldRot - diff*0.5f), 90.f);
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localRotateObject(it->first, 0, 0, targetRot);
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break;
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break;
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}
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}
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}
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}
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