diff --git a/apps/openmw/mwworld/physicssystem.cpp b/apps/openmw/mwworld/physicssystem.cpp index 1374dc37a9..3a7aa04903 100644 --- a/apps/openmw/mwworld/physicssystem.cpp +++ b/apps/openmw/mwworld/physicssystem.cpp @@ -108,7 +108,7 @@ namespace MWWorld } static bool stepMove(btCollisionObject *colobj, Ogre::Vector3 &position, - const Ogre::Vector3 &velocity, float &remainingTime, + const Ogre::Vector3 &toMove, float &remainingTime, OEngine::Physic::PhysicEngine *engine) { /* @@ -124,7 +124,7 @@ namespace MWWorld * If not successful return 'false'. May fail for these reasons: * - can't move directly up from current position * - having moved up by between epsilon() and sStepSize, can't move forward - * - having moved forward by between epsilon() and velocity*remainingTime, + * - having moved forward by between epsilon() and toMove, * = moved down between 0 and just under sStepSize but slope was too steep, or * = moved the full sStepSize down (FIXME: this could be a bug) * @@ -133,7 +133,7 @@ namespace MWWorld * Starting position. Obstacle or stairs with height upto sStepSize in front. * * +--+ +--+ |XX - * | | -------> velocity | | +--+XX + * | | -------> toMove | | +--+XX * | | | | |XXXXX * | | +--+ | | +--+XXXXX * | | |XX| | | |XXXXXXXX @@ -171,11 +171,11 @@ namespace MWWorld * | | * <------------------->| | * +--+ +--+ - * |XX| the moved amount is velocity*remainingTime*tracer.mFraction + * |XX| the moved amount is toMove*tracer.mFraction * +--+ * ============================================== */ - tracer.doTrace(colobj, stepper.mEndPos, stepper.mEndPos + velocity*remainingTime, engine); + tracer.doTrace(colobj, stepper.mEndPos, stepper.mEndPos + toMove, engine); if(tracer.mFraction < std::numeric_limits::epsilon()) return false; // didn't even move the smallest representable amount @@ -428,9 +428,9 @@ namespace MWWorld Ogre::Vector3 oldPosition = newPosition; // We hit something. Try to step up onto it. (NOTE: stepMove does not allow stepping over) // NOTE: stepMove modifies newPosition if successful - bool result = stepMove(colobj, newPosition, velocity, remainingTime, engine); - if (!result) - result = stepMove(colobj, newPosition, velocity.normalisedCopy()*300.f, remainingTime, engine); + bool result = stepMove(colobj, newPosition, velocity*remainingTime, remainingTime, engine); + if (!result) // to make sure the maximum stepping distance isn't framerate-dependent or movement-speed dependent + result = stepMove(colobj, newPosition, velocity.normalisedCopy()*10.f, remainingTime, engine); if(result) { // don't let pure water creatures move out of water after stepMove