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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-27 03:35:27 +00:00

Merge branch 'move_rotate_fix' of https://github.com/greye/openmw.git into object_movement_creation

This commit is contained in:
gugus 2012-08-11 17:53:40 +02:00
commit 379fbccf8c
7 changed files with 50 additions and 36 deletions

View File

@ -214,8 +214,8 @@ private:
void toggleMainMenu()
{
if (windows.isGuiMode () && windows.getMode () == MWGui::GM_MainMenu)
windows.removeGuiMode (MWGui::GM_MainMenu);
if (windows.isGuiMode () && (windows.getMode () == MWGui::GM_MainMenu || windows.getMode () == MWGui::GM_Settings))
windows.popGuiMode();
else
windows.pushGuiMode (MWGui::GM_MainMenu);
}

View File

@ -27,7 +27,13 @@ namespace MWRender
// we are only interested in X and Y rotation
// Rotate around X axis
Ogre::Quaternion xr(Ogre::Radian(rot.x), Ogre::Vector3::UNIT_X);
Ogre::Radian radx(rot.x);
if (radx.valueDegrees() > 89.5f) {
radx = Ogre::Degree(89.5f);
} else if (radx.valueDegrees() < -89.5f) {
radx = Ogre::Degree(-89.5f);
}
Ogre::Quaternion xr(radx, Ogre::Vector3::UNIT_X);
// Rotate around Y axis
Ogre::Quaternion yr(Ogre::Radian(-rot.z), Ogre::Vector3::UNIT_Y);
@ -35,7 +41,6 @@ namespace MWRender
pitchNode->setOrientation(xr);
yawNode->setOrientation(yr);
controlFlip();
updateListener();
return !mVanityModeEnabled;
@ -56,35 +61,36 @@ namespace MWRender
Ogre::SceneNode *pitchNode = mCamera->getParentSceneNode();
Ogre::SceneNode *yawNode = pitchNode->getParentSceneNode();
pitchNode->pitch(Ogre::Radian(rot.x));
float f = controlFlip(Ogre::Radian(rot.x).valueDegrees());
if (f != 0.0) {
pitchNode->pitch(Ogre::Degree(f));
}
yawNode->yaw(Ogre::Radian(-rot.z));
controlFlip();
updateListener();
return !mVanityModeEnabled;
}
void Player::controlFlip()
float Player::controlFlip(float shift)
{
Ogre::SceneNode *pitchNode = mCamera->getParentSceneNode();
Ogre::Quaternion orient = pitchNode->getOrientation();
float pitchAngle =
(2 * Ogre::Degree(Ogre::Math::ACos(orient.w)).valueDegrees());
(2 * Ogre::Degree(Ogre::Math::ASin(orient.x)).valueDegrees());
// Limit the pitch between -90 degress and +90 degrees, Quake3-style.
if (pitchAngle > 90.0f)
{
Ogre::Real sqrt = Ogre::Math::Sqrt(0.5f);
if (orient.x > 0) {
// Set orientation to 90 degrees on X-axis.
pitchNode->setOrientation(Ogre::Quaternion(sqrt, sqrt, 0, 0));
} else if (orient.x < 0) {
// Sets orientation to -90 degrees on X-axis.
pitchNode->setOrientation(Ogre::Quaternion(sqrt, -sqrt, 0, 0));
}
if (pitchAngle + shift < 89.5f && pitchAngle + shift > -89.5f) {
return shift;
}
if (pitchAngle > 0) {
float f = 89.5f - pitchAngle - shift;
return (f > 0.f) ? f : 0.f;
} else if (pitchAngle < 0) {
float f = -89.5 - pitchAngle - shift;
return (f < 0.f) ? f : 0.f;
}
return 0.f;
}
void Player::updateListener()

View File

@ -27,7 +27,7 @@ namespace MWRender
bool mFirstPersonView;
bool mVanityModeEnabled;
void controlFlip();
float controlFlip(float shift = 0.f);
/// Updates sound manager listener data
void updateListener();

View File

@ -254,7 +254,8 @@ RenderingManager::rotateObject(
Ogre::Vector3 &rot,
bool adjust)
{
bool isPlayer = ptr.getRefData().getHandle() == "player";
bool isActive = ptr.getRefData().getBaseNode() != 0;
bool isPlayer = isActive && ptr.getRefData().getHandle() == "player";
bool force = true;
if (isPlayer) {
@ -271,7 +272,7 @@ RenderingManager::rotateObject(
float *f = ptr.getRefData().getPosition().rot;
rot.x += f[0], rot.y += f[1], rot.z += f[2];
}
if (!isPlayer) {
if (!isPlayer && isActive) {
Ogre::Quaternion xr(Ogre::Radian(rot.x), Ogre::Vector3::UNIT_X);
Ogre::Quaternion yr(Ogre::Radian(rot.y), Ogre::Vector3::UNIT_Y);
Ogre::Quaternion zr(Ogre::Radian(rot.z), Ogre::Vector3::UNIT_Z);

View File

@ -558,12 +558,14 @@ namespace MWWorld
if (!newCell.isExterior()) {
changeToInteriorCell(newCell.cell->name, pos);
} else {
changeToExteriorCell(pos);
int cellX = newCell.cell->data.gridX;
int cellY = newCell.cell->data.gridY;
mWorldScene->changeCell(cellX, cellY, pos, false);
}
} else {
if (!mWorldScene->isCellActive(newCell)) {
if (!mWorldScene->isCellActive(*currCell)) {
copyObjectToCell(ptr, newCell, pos);
} else if (!mWorldScene->isCellActive(*currCell)) {
} else if (!mWorldScene->isCellActive(newCell)) {
MWWorld::Class::get(ptr).copyToCell(ptr, newCell);
mWorldScene->removeObjectFromScene(ptr);
mLocalScripts.remove(ptr);
@ -638,10 +640,12 @@ namespace MWWorld
float *objRot = ptr.getRefData().getPosition().rot;
objRot[0] = rot.x, objRot[1] = rot.y, objRot[2] = rot.z;
mPhysics->rotateObject(
ptr.getRefData().getHandle(),
ptr.getRefData().getBaseNode()->getOrientation()
);
if (ptr.getRefData().getBaseNode() != 0) {
mPhysics->rotateObject(
ptr.getRefData().getHandle(),
ptr.getRefData().getBaseNode()->getOrientation()
);
}
}
}

View File

@ -116,8 +116,9 @@
shInput(float3, normalPassthrough)
shInput(float3, objSpacePositionPassthrough)
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
//shUniform(float, passIteration) @shAutoConstant(passIteration, pass_iteration_number)
#if !HAS_VERTEXCOLOR
shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
#endif
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
@shForeach(@shGlobalSettingString(num_lights))
@ -178,8 +179,13 @@
float3 lightDir;
float3 diffuse = float3(0,0,0);
float d;
#if HAS_VERTEXCOLOR
// ambient vertex colour tracking, FFP behaviour
float3 ambient = colourPassthrough.xyz * lightAmbient.xyz;
#else
float3 ambient = materialAmbient.xyz * lightAmbient.xyz;
#endif
// shadows only for the first (directional) light
#if SHADOWS
@ -237,10 +243,6 @@
#endif
@shEndForeach
#if HAS_VERTEXCOLOR
ambient *= colourPassthrough.xyz;
#endif
shOutputColour(0).xyz *= (ambient + diffuse + materialEmissive.xyz);
#endif
@ -293,6 +295,7 @@
#if MRT
shOutputColour(1) = float4(depthPassthrough / far,1,1,1);
#endif
}
#endif

View File

@ -1,5 +1,5 @@
#define FIXED_BIAS 0.005
#define FIXED_BIAS 0.0003
float depthShadowPCF (shTexture2D shadowMap, float4 shadowMapPos, float2 offset)
{