Fix being able to stand on top of actors (Fixes #1192)

This commit is contained in:
scrawl 2014-12-16 23:18:41 +01:00
parent d962f0918d
commit 88c5e1991c

View file

@ -452,7 +452,8 @@ namespace MWWorld
Ogre::Vector3 to = newPosition - (physicActor->getOnGround() ? Ogre::Vector3 to = newPosition - (physicActor->getOnGround() ?
Ogre::Vector3(0,0,sStepSize+2.f) : Ogre::Vector3(0,0,2.f)); Ogre::Vector3(0,0,sStepSize+2.f) : Ogre::Vector3(0,0,2.f));
tracer.doTrace(colobj, from, to, engine); tracer.doTrace(colobj, from, to, engine);
if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope) if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope
&& tracer.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup != OEngine::Physic::CollisionType_Actor)
{ {
const btCollisionObject* standingOn = tracer.mHitObject; const btCollisionObject* standingOn = tracer.mHitObject;
if (const OEngine::Physic::RigidBody* body = dynamic_cast<const OEngine::Physic::RigidBody*>(standingOn)) if (const OEngine::Physic::RigidBody* body = dynamic_cast<const OEngine::Physic::RigidBody*>(standingOn))
@ -468,7 +469,25 @@ namespace MWWorld
isOnGround = true; isOnGround = true;
} }
else else
{
// standing on actors is not allowed (see above).
// in addition to that, apply a sliding effect away from the center of the actor,
// so that we do not stay suspended in air indefinitely.
if (tracer.mFraction < 1.0f && tracer.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup == OEngine::Physic::CollisionType_Actor)
{
if (Ogre::Vector3(inertia.x, inertia.y, 0).squaredLength() < 100.f*100.f)
{
btVector3 aabbMin, aabbMax;
tracer.mHitObject->getCollisionShape()->getAabb(tracer.mHitObject->getWorldTransform(), aabbMin, aabbMax);
btVector3 center = (aabbMin + aabbMax) / 2.f;
inertia = Ogre::Vector3(position.x - center.x(), position.y - center.y(), 0);
inertia.normalise();
inertia *= 100;
}
}
isOnGround = false; isOnGround = false;
}
} }
if(isOnGround || newPosition.z < waterlevel || isFlying) if(isOnGround || newPosition.z < waterlevel || isFlying)