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Use 3d coordinates to detect stuck

To able water and flying creatures move to player going up or down.
This commit is contained in:
elsid 2019-08-17 17:57:28 +02:00
parent 7b94183d83
commit ad05de44ae
No known key found for this signature in database
GPG Key ID: B845CB9FEE18AB40
2 changed files with 12 additions and 17 deletions

View File

@ -76,10 +76,8 @@ namespace MWMechanics
return MWWorld::Ptr(); // none found return MWWorld::Ptr(); // none found
} }
ObstacleCheck::ObstacleCheck(): ObstacleCheck::ObstacleCheck()
mPrevX(0) // to see if the moved since last time : mWalkState(State_Norm)
, mPrevY(0)
, mWalkState(State_Norm)
, mStuckDuration(0) , mStuckDuration(0)
, mEvadeDuration(0) , mEvadeDuration(0)
, mDistSameSpot(-1) // avoid calculating it each time , mDistSameSpot(-1) // avoid calculating it each time
@ -123,19 +121,15 @@ namespace MWMechanics
*/ */
void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration) void ObstacleCheck::update(const MWWorld::Ptr& actor, float duration)
{ {
const MWWorld::Class& cls = actor.getClass(); const osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
ESM::Position pos = actor.getRefData().getPosition();
if(mDistSameSpot == -1) if (mDistSameSpot == -1)
mDistSameSpot = DIST_SAME_SPOT * cls.getSpeed(actor); mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor);
float distSameSpot = mDistSameSpot * duration; const float distSameSpot = mDistSameSpot * duration;
const bool samePosition = (pos - mPrev).length2() < distSameSpot * distSameSpot;
bool samePosition = (osg::Vec2f(pos.pos[0], pos.pos[1]) - osg::Vec2f(mPrevX, mPrevY)).length2() < distSameSpot * distSameSpot; mPrev = pos;
// update position
mPrevX = pos.pos[0];
mPrevY = pos.pos[1];
switch(mWalkState) switch(mWalkState)
{ {

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@ -1,6 +1,8 @@
#ifndef OPENMW_MECHANICS_OBSTACLE_H #ifndef OPENMW_MECHANICS_OBSTACLE_H
#define OPENMW_MECHANICS_OBSTACLE_H #define OPENMW_MECHANICS_OBSTACLE_H
#include <osg/Vec3f>
namespace MWWorld namespace MWWorld
{ {
class Ptr; class Ptr;
@ -37,9 +39,8 @@ namespace MWMechanics
private: private:
// for checking if we're stuck (ignoring Z axis) // for checking if we're stuck
float mPrevX; osg::Vec3f mPrev;
float mPrevY;
// directions to try moving in when get stuck // directions to try moving in when get stuck
static const float evadeDirections[NUM_EVADE_DIRECTIONS][2]; static const float evadeDirections[NUM_EVADE_DIRECTIONS][2];