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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-30 16:20:21 +00:00

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
This commit is contained in:
psi29a 2024-07-02 07:07:31 +00:00
commit 81e59bb4aa
4 changed files with 21 additions and 22 deletions

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@ -44,6 +44,7 @@
Bug #6550: Cloned body parts don't inherit texture effects
Bug #6574: Crash at far away from world origin coordinates
Bug #6645: Enemy block sounds align with animation instead of blocked hits
Bug #6665: The kobolds in the skyrim: home of the nords mod are oversized
Bug #6657: Distant terrain tiles become black when using FWIW mod
Bug #6661: Saved games that have no preview screenshot cause issues or crashes
Bug #6716: mwscript comparison operator handling is too restrictive

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@ -2042,7 +2042,8 @@ namespace MWMechanics
float effectiveRotation = rot.z();
bool canMove = cls.getMaxSpeed(mPtr) > 0;
const bool turnToMovementDirection = Settings::game().mTurnToMovementDirection;
if (!turnToMovementDirection || isFirstPersonPlayer)
const bool isBiped = mPtr.getClass().isBipedal(mPtr);
if (!isBiped || !turnToMovementDirection || isFirstPersonPlayer)
{
movementSettings.mIsStrafing = std::abs(vec.x()) > std::abs(vec.y()) * 2;
stats.setSideMovementAngle(0);
@ -2286,7 +2287,7 @@ namespace MWMechanics
// It seems only bipedal actors use turning animations.
// Also do not use turning animations in the first-person view and when sneaking.
if (!sneak && !isFirstPersonPlayer && mPtr.getClass().isBipedal(mPtr))
if (!sneak && !isFirstPersonPlayer && isBiped)
{
if (effectiveRotation > rotationThreshold)
movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
@ -2296,7 +2297,7 @@ namespace MWMechanics
}
}
if (turnToMovementDirection && !isFirstPersonPlayer
if (turnToMovementDirection && !isFirstPersonPlayer && isBiped
&& (movestate == CharState_SwimRunForward || movestate == CharState_SwimWalkForward
|| movestate == CharState_SwimRunBack || movestate == CharState_SwimWalkBack))
{
@ -2330,7 +2331,7 @@ namespace MWMechanics
}
else
{
if (mPtr.getClass().isBipedal(mPtr))
if (isBiped)
{
if (mTurnAnimationThreshold > 0)
mTurnAnimationThreshold -= duration;

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@ -35,12 +35,25 @@ namespace MWRender
return;
}
osg::Matrix matrix = node->getMatrix();
osg::Quat worldOrient = getWorldOrientation(node);
osg::Quat worldOrient;
osg::Vec3d worldScale(1.0, 1.0, 1.0);
osg::NodePathList nodepaths = node->getParentalNodePaths(mRelativeTo);
if (!nodepaths.empty())
{
osg::Matrixf worldMat = osg::computeLocalToWorld(nodepaths[0]);
worldOrient = worldMat.getRotate();
worldScale = worldMat.getScale();
}
osg::Quat worldOrientInverse = worldOrient.inverse();
osg::Quat orient = worldOrient * mRotate * worldOrientInverse * matrix.getRotate();
matrix.setRotate(orient);
matrix.setTrans(matrix.getTrans() + worldOrientInverse * mOffset);
matrix *= osg::Matrix::scale(worldScale);
node->setMatrix(matrix);
@ -57,18 +70,4 @@ namespace MWRender
traverse(node, nv);
}
osg::Quat RotateController::getWorldOrientation(osg::Node* node)
{
// this could be optimized later, we just need the world orientation, not the full matrix
osg::NodePathList nodepaths = node->getParentalNodePaths(mRelativeTo);
osg::Quat worldOrient;
if (!nodepaths.empty())
{
osg::Matrixf worldMat = osg::computeLocalToWorld(nodepaths[0]);
worldOrient = worldMat.getRotate();
}
return worldOrient;
}
}

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@ -27,8 +27,6 @@ namespace MWRender
void operator()(osg::MatrixTransform* node, osg::NodeVisitor* nv);
protected:
osg::Quat getWorldOrientation(osg::Node* node);
bool mEnabled;
osg::Vec3f mOffset;
osg::Quat mRotate;