Add proper air movement mechanics (Fixes #2077)

openmw-35
scrawl 10 years ago
parent 261da8dd0a
commit fafc14d5a0

@ -1496,12 +1496,12 @@ void CharacterController::update(float duration)
forcestateupdate = (mJumpState != JumpState_InAir);
mJumpState = JumpState_InAir;
// This is a guess. All that seems to be known is that "While the player is in the
// air, fJumpMoveBase and fJumpMoveMult governs air control". What does fJumpMoveMult do?
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
vec.x *= fJumpMoveBase;
vec.y *= fJumpMoveBase;
static const float fJumpMoveMult = gmst.find("fJumpMoveMult")->getFloat();
float factor = fJumpMoveBase + fJumpMoveMult * mPtr.getClass().getSkill(mPtr, ESM::Skill::Acrobatics)/100.f;
factor = std::min(1.f, factor);
vec.x *= factor;
vec.y *= factor;
vec.z = 0.0f;
}
else if(vec.z > 0.0f && mJumpState == JumpState_None)

@ -289,7 +289,7 @@ namespace MWWorld
// Reset per-frame data
physicActor->setWalkingOnWater(false);
/* Anything to collide with? */
// Anything to collide with?
if(!physicActor->getCollisionMode())
{
return position + (Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
@ -317,12 +317,11 @@ namespace MWWorld
*/
OEngine::Physic::ActorTracer tracer;
Ogre::Vector3 inertia(0.0f);
Ogre::Vector3 inertia = physicActor->getInertialForce();
Ogre::Vector3 velocity;
if(position.z < waterlevel || isFlying) // under water by 3/4 or can fly
if(position.z < waterlevel || isFlying)
{
// TODO: Shouldn't water have higher drag in calculating velocity?
velocity = (Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z)*
Ogre::Quaternion(Ogre::Radian(refpos.rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X)) * movement;
}
@ -330,25 +329,12 @@ namespace MWWorld
{
velocity = Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) * movement;
// not in water nor can fly, so need to deal with gravity
if(!physicActor->getOnGround()) // if current OnGround status is false, must be falling or jumping
if (velocity.z > 0.f)
inertia = velocity;
if(!physicActor->getOnGround())
{
// If falling or jumping up, add part of the incoming velocity with the current inertia,
// but don't allow increasing inertia beyond actor's speed (except on the initial jump impulse)
float actorSpeed = ptr.getClass().getSpeed(ptr);
float cap = std::max(actorSpeed, Ogre::Vector2(physicActor->getInertialForce().x, physicActor->getInertialForce().y).length());
Ogre::Vector3 newVelocity = velocity + physicActor->getInertialForce();
if (Ogre::Vector2(newVelocity.x, newVelocity.y).squaredLength() > cap*cap)
{
velocity = newVelocity;
float speedXY = Ogre::Vector2(velocity.x, velocity.y).length();
velocity.x *= cap / speedXY;
velocity.y *= cap / speedXY;
}
else
velocity = newVelocity;
velocity = velocity + physicActor->getInertialForce();
}
inertia = velocity; // NOTE: velocity is for z axis only in this code block
}
ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
@ -371,7 +357,6 @@ namespace MWWorld
float remainingTime = time;
for(int iterations = 0; iterations < sMaxIterations && remainingTime > 0.01f; ++iterations)
{
// NOTE: velocity is either z axis only or x & z axis
Ogre::Vector3 nextpos = newPosition + velocity * remainingTime;
// If not able to fly, don't allow to swim up into the air
@ -482,7 +467,7 @@ namespace MWWorld
// 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)
if (Ogre::Vector3(velocity.x, velocity.y, 0).squaredLength() < 100.f*100.f)
{
btVector3 aabbMin, aabbMax;
tracer.mHitObject->getCollisionShape()->getAabb(tracer.mHitObject->getWorldTransform(), aabbMin, aabbMax);
@ -508,7 +493,7 @@ namespace MWWorld
}
physicActor->setOnGround(isOnGround);
newPosition.z -= halfExtents.z; // remove what was added at the beggining
newPosition.z -= halfExtents.z; // remove what was added at the beginning
return newPosition;
}
};

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