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Add camera raycast to prevent camera clipping through world

This commit is contained in:
Daniel Evans 2014-06-19 17:58:45 +01:00
parent 15c41d137d
commit 27cc58e510

View File

@ -116,7 +116,28 @@ void IngameState::tick(float dt)
viewPos = _playerCharacter->getCurrentVehicle()->getPosition();
}
setViewParameters( viewPos + localview, {localX, _lookAngles.y} );
btVector3 rayFrom(viewPos.x, viewPos.y, viewPos.z);
btVector3 rayTo = rayFrom + btVector3(localview.x, localview.y, localview.z);
btDynamicsWorld::AllHitsRayResultCallback allrr(rayFrom, rayTo);
getWorld()->dynamicsWorld->rayTest( rayFrom, rayTo, allrr );
float viewFraction = 1.f;
btCollisionObject* playobj = _playerCharacter->physObject;
if( _playerCharacter->getCurrentVehicle() ) {
playobj = _playerCharacter->getCurrentVehicle()->physBody;
}
if(allrr.hasHit()) {
auto& co = allrr.m_collisionObjects;
for(int i = 0; i < co.size(); ++i) {
if( co[i] != playobj && allrr.m_hitFractions[i] <= viewFraction ) {
viewFraction = allrr.m_hitFractions[i] * 0.9f;
}
}
}
setViewParameters( viewPos + localview * viewFraction, {localX, _lookAngles.y} );
}
void IngameState::handleEvent(const sf::Event &event)