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Merge branch 'i-didnt-want-to-grow-up-to-be-this-big' into 'master'
FIX: Incorrect scaling applied when creatures rotate (close #6665) Closes #6665 See merge request OpenMW/openmw!4219
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commit
81e59bb4aa
@ -44,6 +44,7 @@
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Bug #6550: Cloned body parts don't inherit texture effects
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Bug #6574: Crash at far away from world origin coordinates
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Bug #6645: Enemy block sounds align with animation instead of blocked hits
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Bug #6665: The kobolds in the skyrim: home of the nords mod are oversized
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Bug #6657: Distant terrain tiles become black when using FWIW mod
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Bug #6661: Saved games that have no preview screenshot cause issues or crashes
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Bug #6716: mwscript comparison operator handling is too restrictive
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@ -2042,7 +2042,8 @@ namespace MWMechanics
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float effectiveRotation = rot.z();
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bool canMove = cls.getMaxSpeed(mPtr) > 0;
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const bool turnToMovementDirection = Settings::game().mTurnToMovementDirection;
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if (!turnToMovementDirection || isFirstPersonPlayer)
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const bool isBiped = mPtr.getClass().isBipedal(mPtr);
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if (!isBiped || !turnToMovementDirection || isFirstPersonPlayer)
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{
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movementSettings.mIsStrafing = std::abs(vec.x()) > std::abs(vec.y()) * 2;
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stats.setSideMovementAngle(0);
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@ -2286,7 +2287,7 @@ namespace MWMechanics
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// It seems only bipedal actors use turning animations.
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// Also do not use turning animations in the first-person view and when sneaking.
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if (!sneak && !isFirstPersonPlayer && mPtr.getClass().isBipedal(mPtr))
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if (!sneak && !isFirstPersonPlayer && isBiped)
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{
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if (effectiveRotation > rotationThreshold)
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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@ -2296,7 +2297,7 @@ namespace MWMechanics
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}
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}
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if (turnToMovementDirection && !isFirstPersonPlayer
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if (turnToMovementDirection && !isFirstPersonPlayer && isBiped
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&& (movestate == CharState_SwimRunForward || movestate == CharState_SwimWalkForward
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|| movestate == CharState_SwimRunBack || movestate == CharState_SwimWalkBack))
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{
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@ -2330,7 +2331,7 @@ namespace MWMechanics
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}
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else
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{
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if (mPtr.getClass().isBipedal(mPtr))
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if (isBiped)
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{
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if (mTurnAnimationThreshold > 0)
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mTurnAnimationThreshold -= duration;
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@ -35,12 +35,25 @@ namespace MWRender
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return;
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}
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osg::Matrix matrix = node->getMatrix();
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osg::Quat worldOrient = getWorldOrientation(node);
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osg::Quat worldOrient;
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osg::Vec3d worldScale(1.0, 1.0, 1.0);
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osg::NodePathList nodepaths = node->getParentalNodePaths(mRelativeTo);
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if (!nodepaths.empty())
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{
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osg::Matrixf worldMat = osg::computeLocalToWorld(nodepaths[0]);
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worldOrient = worldMat.getRotate();
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worldScale = worldMat.getScale();
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}
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osg::Quat worldOrientInverse = worldOrient.inverse();
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osg::Quat orient = worldOrient * mRotate * worldOrientInverse * matrix.getRotate();
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matrix.setRotate(orient);
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matrix.setTrans(matrix.getTrans() + worldOrientInverse * mOffset);
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matrix *= osg::Matrix::scale(worldScale);
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node->setMatrix(matrix);
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@ -57,18 +70,4 @@ namespace MWRender
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traverse(node, nv);
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}
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osg::Quat RotateController::getWorldOrientation(osg::Node* node)
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{
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// this could be optimized later, we just need the world orientation, not the full matrix
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osg::NodePathList nodepaths = node->getParentalNodePaths(mRelativeTo);
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osg::Quat worldOrient;
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if (!nodepaths.empty())
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{
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osg::Matrixf worldMat = osg::computeLocalToWorld(nodepaths[0]);
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worldOrient = worldMat.getRotate();
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}
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return worldOrient;
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}
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}
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@ -27,8 +27,6 @@ namespace MWRender
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void operator()(osg::MatrixTransform* node, osg::NodeVisitor* nv);
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protected:
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osg::Quat getWorldOrientation(osg::Node* node);
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bool mEnabled;
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osg::Vec3f mOffset;
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osg::Quat mRotate;
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