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Optimize actor physics: Use only one convexSweepTest for stepping down and checking onGround status, instead of 2
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@ -286,8 +286,9 @@ namespace MWWorld
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*/
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OEngine::Physic::ActorTracer tracer;
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bool wasOnGround = false;
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bool isOnGround = false;
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bool isOnGround = physicActor->getOnGround();
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if (movement.z > 0.f)
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isOnGround = false;
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Ogre::Vector3 inertia(0.0f);
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Ogre::Vector3 velocity;
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@ -320,23 +321,6 @@ namespace MWWorld
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velocity = newVelocity;
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}
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inertia = velocity; // NOTE: velocity is for z axis only in this code block
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if(!(movement.z > 0.0f)) // falling or moving horizontally (or stationary?) check if we're on ground now
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{
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wasOnGround = physicActor->getOnGround(); // store current state
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tracer.doTrace(colobj, position, position - Ogre::Vector3(0,0,2), engine); // check if down 2 possible
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if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope)
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{
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const btCollisionObject* standingOn = tracer.mHitObject;
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if (const OEngine::Physic::RigidBody* body = dynamic_cast<const OEngine::Physic::RigidBody*>(standingOn))
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{
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standingCollisionTracker[ptr.getRefData().getHandle()] = body->mName;
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}
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isOnGround = true;
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// if we're on the ground, don't try to fall any more
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velocity.z = std::max(0.0f, velocity.z);
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}
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}
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}
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ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
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@ -439,12 +423,22 @@ namespace MWWorld
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}
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}
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if(isOnGround || wasOnGround)
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if (!(inertia.z > 0.f) && !(newPosition.z < waterlevel || isFlying))
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{
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tracer.doTrace(colobj, newPosition, newPosition - Ogre::Vector3(0,0,sStepSize+2.0f), engine);
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Ogre::Vector3 from = newPosition;
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Ogre::Vector3 to = newPosition - (isOnGround ?
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Ogre::Vector3(0,0,sStepSize+2.f) : Ogre::Vector3(0,0,2.f));
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tracer.doTrace(colobj, from, to, engine);
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if(tracer.mFraction < 1.0f && getSlope(tracer.mPlaneNormal) <= sMaxSlope)
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{
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const btCollisionObject* standingOn = tracer.mHitObject;
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if (const OEngine::Physic::RigidBody* body = dynamic_cast<const OEngine::Physic::RigidBody*>(standingOn))
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{
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standingCollisionTracker[ptr.getRefData().getHandle()] = body->mName;
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}
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newPosition.z = tracer.mEndPos.z + 1.0f;
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isOnGround = true;
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}
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else
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