Use hitboxes and focused object for touch spells (bug #3374)

0.6.3
Andrei Kortunov 7 years ago
parent 4666a6a0ab
commit bde1d07d4e

@ -848,7 +848,7 @@ namespace MWPhysics
{
// First of all, try to hit where you aim to
int hitmask = CollisionType_World | CollisionType_Door | CollisionType_HeightMap | CollisionType_Actor;
RayResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, 0xff, hitmask);
RayResult result = castRay(origin, origin + (orient * osg::Vec3f(0.0f, queryDistance, 0.0f)), actor, targets, CollisionType_Actor, hitmask);
if (result.mHit)
{

@ -2761,64 +2761,66 @@ namespace MWWorld
{
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
// Get the target to use for "on touch" effects, using the facing direction from Head node
MWWorld::Ptr target;
float distance = getActivationDistancePlusTelekinesis();
osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
osg::Vec3f origin = getActorHeadTransform(actor).getTrans();
osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
osg::Vec3f dest = origin + direction * distance;
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
std::vector<MWWorld::Ptr> targetActors;
if (!actor.isEmpty() && actor != MWMechanics::getPlayer())
actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
// For actor targets, we want to use bounding boxes (physics raycast).
// This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would be very hard to aim at otherwise.
// For object targets, we want the detailed shapes (rendering raycast).
// If we used the bounding boxes for static objects, then we would not be able to target e.g. objects lying on a shelf.
const float fCombatDistance = getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
MWPhysics::PhysicsSystem::RayResult result1 = mPhysics->castRay(origin, dest, actor, targetActors, MWPhysics::CollisionType_Actor);
MWRender::RenderingManager::RayResult result2 = mRendering->castRay(origin, dest, true, true);
osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
float dist1 = std::numeric_limits<float>::max();
float dist2 = std::numeric_limits<float>::max();
// for player we can take faced object first
MWWorld::Ptr target;
if (actor == MWMechanics::getPlayer())
target = getFacedObject();
if (result1.mHit)
dist1 = (origin - result1.mHitPos).length();
if (result2.mHit)
dist2 = (origin - result2.mHitPointWorld).length();
// if the faced object can not be activated, do not use it
if (!target.isEmpty() && !target.getClass().canBeActivated(target))
target = NULL;
if (result1.mHit)
{
target = result1.mHitObject;
hitPosition = result1.mHitPos;
if (dist1 > getMaxActivationDistance() && !target.isEmpty() && (target.getClass().isActor() || !target.getClass().canBeActivated(target)))
target = NULL;
}
else if (result2.mHit)
if (target.isEmpty())
{
target = result2.mHitObject;
hitPosition = result2.mHitPointWorld;
if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().canBeActivated(target))
target = NULL;
}
// For actor targets, we want to use hit contact with bounding boxes.
// This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would be very hard to aim at otherwise.
// For object targets, we want the detailed shapes (rendering raycast).
// If we used the bounding boxes for static objects, then we would not be able to target e.g. objects lying on a shelf.
std::pair<MWWorld::Ptr,osg::Vec3f> result1 = getHitContact(actor, fCombatDistance, targetActors);
// When targeting an actor that is in combat with an "on touch" spell,
// compare against the minimum of activation distance and combat distance.
// Get the target to use for "on touch" effects, using the facing direction from Head node
osg::Vec3f origin = getActorHeadTransform(actor).getTrans();
if (!target.isEmpty() && target.getClass().isActor() && target.getClass().getCreatureStats (target).getAiSequence().isInCombat())
{
distance = std::min (distance, getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat());
if (distance < dist1)
target = NULL;
osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
float distance = getMaxActivationDistance();
osg::Vec3f dest = origin + direction * distance;
MWRender::RenderingManager::RayResult result2 = mRendering->castRay(origin, dest, true, true);
float dist1 = std::numeric_limits<float>::max();
float dist2 = std::numeric_limits<float>::max();
if (!result1.first.isEmpty() && result1.first.getClass().isActor())
dist1 = (origin - result1.second).length();
if (result2.mHit)
dist2 = (origin - result2.mHitPointWorld).length();
if (!result1.first.isEmpty() && result1.first.getClass().isActor())
{
target = result1.first;
hitPosition = result1.second;
if (dist1 > getMaxActivationDistance())
target = NULL;
}
else if (result2.mHit)
{
target = result2.mHitObject;
hitPosition = result2.mHitPointWorld;
if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().canBeActivated(target))
target = NULL;
}
}
std::string selectedSpell = stats.getSpells().getSelectedSpell();

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