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49d2daee6a
1) As much as I dislike it, upping the collision margin from 0.1 to 0.2 fixes bugs, particularly involving walking into upwards-slanted walls. 2) There were still some problems involving acute crevices/seams; they were using the adjusted instead of unadjusted normal, and also they need to bypass the don't-slide-upwards check to prevent (see #6379) 3) The move-away-from-what-we-just-hit code needs to run always, not just on non-initial iterations. No idea why I did it this way before. 4) Force bullet to give actor boxes a tiny collision margin of 0.001 instead of the default 0.04. I can't tell whether this is actually working or not, but it should reduce unexplained weirdness. 5) A piece of code that was meant to prevent bugs by short-circuiting the movement solver if its direction changed more than 180 degrees actually caused problems instead of preventing them, so I deleted it.
25 lines
1.2 KiB
C++
25 lines
1.2 KiB
C++
#ifndef OPENMW_MWPHYSICS_CONSTANTS_H
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#define OPENMW_MWPHYSICS_CONSTANTS_H
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namespace MWPhysics
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{
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static constexpr float sStepSizeDown = 62.0f;
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static constexpr float sMinStep = 10.0f; // hack to skip over tiny unwalkable slopes
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static constexpr float sMinStep2 = 20.0f; // hack to skip over shorter but longer/wider/further unwalkable slopes
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// whether to do the above stairstepping logic hacks to work around bad morrowind assets - disabling causes problems but improves performance
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static constexpr bool sDoExtraStairHacks = true;
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static constexpr float sGroundOffset = 1.0f;
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// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
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static constexpr int sMaxIterations = 8;
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// Allows for more precise movement solving without getting stuck or snagging too easily.
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static constexpr float sCollisionMargin = 0.2f;
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// Allow for a small amount of penetration to prevent numerical precision issues from causing the "unstuck"ing code to run unnecessarily
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// Currently set to 0 because having the "unstuck"ing code run whenever possible prevents some glitchy snagging issues
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static constexpr float sAllowedPenetration = 0.0f;
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}
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#endif
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