forked from mirror/openmw-tes3mp
Fix being able to place items on top of actors (Fixes #1403)
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3d103f3785
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3 changed files with 15 additions and 4 deletions
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@ -492,7 +492,7 @@ namespace MWWorld
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return std::make_pair(true, ray.getPoint(len * test.second));
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}
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std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY, Ogre::Vector3* normal)
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std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY, Ogre::Vector3* normal, std::string* hit)
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{
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Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay(
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mouseX,
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@ -510,6 +510,8 @@ namespace MWWorld
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return std::make_pair(false, Ogre::Vector3());
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else
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{
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if (hit != NULL)
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*hit = result.first;
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return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable
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}
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}
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@ -70,9 +70,10 @@ namespace MWWorld
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std::pair<bool, Ogre::Vector3>
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castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len);
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std::pair<bool, Ogre::Vector3> castRay(float mouseX, float mouseY, Ogre::Vector3* normal = NULL);
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std::pair<bool, Ogre::Vector3> castRay(float mouseX, float mouseY, Ogre::Vector3* normal = NULL, std::string* hit = NULL);
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///< cast ray from the mouse, return true if it hit something and the first result
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/// @param normal if non-NULL, the hit normal will be written there (if there is a hit)
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/// @param hit if non-NULL, the string handle of the hit object will be written there (if there is a hit)
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OEngine::Physic::PhysicEngine* getEngine();
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@ -1624,12 +1624,20 @@ namespace MWWorld
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bool World::canPlaceObject(float cursorX, float cursorY)
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{
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Ogre::Vector3 normal(0,0,0);
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std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY, &normal);
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std::string handle;
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std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY, &normal, &handle);
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if (result.first)
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{
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// check if the wanted position is on a flat surface, and not e.g. against a vertical wall
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return (normal.angleBetween(Ogre::Vector3(0.f,0.f,1.f)).valueDegrees() < 30);
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if (normal.angleBetween(Ogre::Vector3(0.f,0.f,1.f)).valueDegrees() >= 30)
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return false;
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MWWorld::Ptr hitObject = searchPtrViaHandle(handle);
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if (!hitObject.isEmpty() && hitObject.getClass().isActor())
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return false;
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return true;
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}
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else
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return false;
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