Issue with collision

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Rezor
Posts: 13
Joined: 07 May 2012, 16:45

Issue with collision

Post by Rezor »

at Vivec, Telvanni Waistworks I can't walk under lamp hanging on the ceiling ;)
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jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Issue with collision

Post by jhooks1 »

Is this happening with the current master or .14? Will look into this.
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jvoisin
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Joined: 11 Aug 2011, 18:47
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Re: Issue with collision

Post by jvoisin »

Ho, by the way, when you're walking outside, you can walk through grass; you get stuck instead.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Issue with collision

Post by jhooks1 »

If you turn snappingImplemented in the pmove.h constructor to false does it help?
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jvoisin
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Re: Issue with collision

Post by jvoisin »

I still get stuck.
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gus
Posts: 390
Joined: 11 Aug 2011, 15:41

Re: Issue with collision

Post by gus »

I think it's related to collision group.
With my implementation, there were groups to make the difference between objects which had a "real" collision shape and object who where just there for raycasting tests (raycasting was done with bullet).
Latter objects did not collided with anything. These objects are objects with no RootCollisionNode in theire NIF file.

My guess is that those groups are not taken into account anymore. If that's the case, it means that unnecessary shapes are loaded, so we might be able to improve FPS/loading time.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Issue with collision

Post by jhooks1 »

Gus, would you mind looking into it? You seem like you could do a better job at this than me.
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gus
Posts: 390
Joined: 11 Aug 2011, 15:41

Re: Issue with collision

Post by gus »

Sure, scrawl is finishing the inventory task for me anyway ^^
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gus
Posts: 390
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Re: Issue with collision

Post by gus »

Done i think.
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