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Unify raycasting techniques for "on touch" magic
We don't want pixel-precise raycasting here. Gets annoying when trying to hit a skeleton.
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@ -2638,43 +2638,33 @@ namespace MWWorld
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float distance = 192.f; // ??
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osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
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if (actor == getPlayerPtr())
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{
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// For the player, use camera to aim
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target = getFacedObject(distance);
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if (!target.isEmpty())
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hitPosition = target.getRefData().getPosition().asVec3();
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}
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else
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{
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// For NPCs use facing direction from Head node
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osg::Vec3f origin(actor.getRefData().getPosition().asVec3());
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// For NPCs use facing direction from Head node
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osg::Vec3f origin(actor.getRefData().getPosition().asVec3());
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MWRender::Animation* anim = mRendering->getAnimation(actor);
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if (anim != NULL)
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MWRender::Animation* anim = mRendering->getAnimation(actor);
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if (anim != NULL)
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{
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const osg::Node* node = anim->getNode("Head");
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if (node == NULL)
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node = anim->getNode("Bip01 Head");
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if (node != NULL)
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{
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const osg::Node* node = anim->getNode("Head");
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if (node == NULL)
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node = anim->getNode("Bip01 Head");
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if (node != NULL)
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{
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osg::MatrixList mats = node->getWorldMatrices();
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if (mats.size())
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origin = mats[0].getTrans();
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}
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osg::MatrixList mats = node->getWorldMatrices();
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if (mats.size())
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origin = mats[0].getTrans();
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}
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osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
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* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
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osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
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osg::Vec3f dest = origin + direction * distance;
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(origin, dest, actor);
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target = result.mHitObject;
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hitPosition = result.mHitPos;
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}
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osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
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* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
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osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
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osg::Vec3f dest = origin + direction * distance;
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(origin, dest, actor);
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target = result.mHitObject;
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hitPosition = result.mHitPos;
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std::string selectedSpell = stats.getSpells().getSelectedSpell();
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MWMechanics::CastSpell cast(actor, target);
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