Esempio n. 1
0
    const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
    {
        MWWorld::CellStore *cell = actor.getCell();

        // Check all the doors in this cell
        const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
        const MWWorld::CellRefList<ESM::Door>::List& refList = doors.mList;
        MWWorld::CellRefList<ESM::Door>::List::const_iterator it = refList.begin();
        osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
        pos.z() = 0;

        osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0));

        for (; it != refList.end(); ++it)
        {
            const MWWorld::LiveCellRef<ESM::Door>& ref = *it;

            osg::Vec3f doorPos(ref.mData.getPosition().asVec3());

            // FIXME: cast
            const MWWorld::Ptr doorPtr = MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell());

            int doorState = doorPtr.getClass().getDoorState(doorPtr);
            float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2];

            if (doorState != 0 || doorRot != 0)
                continue; // the door is already opened/opening

            doorPos.z() = 0;

            float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length()));

            // Allow 60 degrees angle between actor and door
            if (angle < -osg::PI / 3 || angle > osg::PI / 3)
                continue;

            // Door is not close enough
            if ((pos - doorPos).length2() > minDist*minDist)
                continue;

            return doorPtr; // found, stop searching
        }

        return MWWorld::Ptr(); // none found
    }
Esempio n. 2
0
float DoorsDebugUI::GetDistance(PDOOR door)
{
	PCHARINFO charInfo = GetCharInfo();
	if (!charInfo)
		return 0;

	glm::vec3 myPos(charInfo->pSpawn->X, charInfo->pSpawn->Y, charInfo->pSpawn->Z);
	if (myPos != m_lastPos)
		m_distanceCache.clear();
	m_lastPos = myPos;

	auto it = m_distanceCache.find(door->ID);
	if (it != m_distanceCache.end())
		return it->second;

	glm::vec3 doorPos(door->DefaultX, door->DefaultY, door->DefaultZ);
	float distance = glm::distance(myPos, doorPos);

	m_distanceCache[door->ID] = distance;
	return distance;
}