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Reset vehicles and pedestrians that fall out of the map

This commit is contained in:
Daniel Evans 2013-12-15 02:45:47 +00:00
parent 81f265ba3a
commit 802a746211
4 changed files with 56 additions and 1 deletions

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@ -79,6 +79,12 @@ public:
void setCurrentVehicle(GTAVehicle *value, size_t seat); void setCurrentVehicle(GTAVehicle *value, size_t seat);
virtual bool takeDamage(const DamageInfo& damage); virtual bool takeDamage(const DamageInfo& damage);
/**
* Resets the Actor to the nearest AI Graph node
* (taking into account the current vehicle)
*/
void resetToAINode();
}; };
#endif #endif

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@ -40,6 +40,8 @@ public:
const glm::vec3& sec); const glm::vec3& sec);
virtual ~GTAVehicle(); virtual ~GTAVehicle();
void setPosition(const glm::vec3& pos);
glm::vec3 getPosition() const; glm::vec3 getPosition() const;

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@ -3,6 +3,7 @@
#include <renderwure/engine/GTAEngine.hpp> #include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/engine/Animator.hpp> #include <renderwure/engine/Animator.hpp>
#include <renderwure/objects/GTAVehicle.hpp> #include <renderwure/objects/GTAVehicle.hpp>
#include <boost/concept_check.hpp>
GTACharacter::GTACharacter(GTAEngine* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CharacterData> data) GTACharacter::GTACharacter(GTAEngine* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CharacterData> data)
: GTAObject(engine, pos, rot, model), : GTAObject(engine, pos, rot, model),
@ -42,7 +43,8 @@ void GTACharacter::createActor(const glm::vec3& size)
physShape = new btCapsuleShapeZ(size.x, size.z); physShape = new btCapsuleShapeZ(size.x, size.z);
physObject->setCollisionShape(physShape); physObject->setCollisionShape(physShape);
physObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT); physObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
physCharacter = new btKinematicCharacterController(physObject, physShape, 3.5f, 2); physCharacter = new btKinematicCharacterController(physObject, physShape, 0.2f, 2);
physCharacter->setVelocityForTimeInterval(btVector3(1.f, 1.f, 0.f), 1.f);
engine->dynamicsWorld->addCollisionObject(physObject, btBroadphaseProxy::KinematicFilter, btBroadphaseProxy::StaticFilter); engine->dynamicsWorld->addCollisionObject(physObject, btBroadphaseProxy::KinematicFilter, btBroadphaseProxy::StaticFilter);
engine->dynamicsWorld->addAction(physCharacter); engine->dynamicsWorld->addAction(physCharacter);
@ -107,6 +109,11 @@ void GTACharacter::tick(float dt)
} }
animator->tick(dt); animator->tick(dt);
updateCharacter(); updateCharacter();
// Ensure the character doesn't need to be reset
if(getPosition().z < -100.f) {
resetToAINode();
}
} }
void GTACharacter::updateCharacter() void GTACharacter::updateCharacter()
@ -238,3 +245,33 @@ bool GTACharacter::takeDamage(const GTAObject::DamageInfo& dmg)
return true; return true;
} }
void GTACharacter::resetToAINode()
{
auto nodes = engine->aigraph.nodes;
bool vehicleNode = !! getCurrentVehicle();
GTAAINode* nearest = nullptr; float d = std::numeric_limits<float>::max();
for(auto it = nodes.begin(); it != nodes.end(); ++it) {
if(vehicleNode) {
if((*it)->type == GTAAINode::Pedestrian) continue;
}
else {
if((*it)->type == GTAAINode::Vehicle) continue;
}
float dist = glm::length((*it)->position - getPosition());
if(dist < d) {
nearest = *it;
d = dist;
}
}
if(nearest) {
if(vehicleNode) {
getCurrentVehicle()->setPosition(nearest->position + glm::vec3(0.f, 0.f, 2.5f));
}
else {
setPosition(nearest->position + glm::vec3(0.f, 0.f, 2.5f));
}
}
}

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@ -112,6 +112,16 @@ GTAVehicle::~GTAVehicle()
ejectAll(); ejectAll();
} }
void GTAVehicle::setPosition(const glm::vec3& pos)
{
GTAObject::setPosition(pos);
if(physBody) {
auto t = physBody->getWorldTransform();
t.setOrigin(btVector3(pos.x, pos.y, pos.z));
physBody->setWorldTransform(t);
}
}
glm::vec3 GTAVehicle::getPosition() const glm::vec3 GTAVehicle::getPosition() const
{ {
if(physBody) { if(physBody) {