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Collision model #182

Description

@Try

Gothic 2 collision are pretty tricky - need to investigate.

Proposed model

Collision shape of Npc:

  • core - symmetrical "popsicle"
    • Y-aligned (symmetrical around character rotation axi) cylinder
    • Responsible, for conservative collision part and makes sure, that player wont go thru wall
    • Ray from center of cylinder to ground
    • Sample ground to estimate slide/fall
    • Object oriented bonding shape(probably ellipsoid)
    • Should not be violated (unless npc is spawned inside wall)
  • extend - asymmetrical ellipse
    • might be slightly violated by rotation
    • relaxed collision check: report collision is collision depth increases

Special cases to test:

  • Bloodfly (fly over water)
  • Golem (can walk under water)
  • Lurker (semi-broken animation)
  • Sheep (can't enter water - no animations)
  • Sheep (drown, if forced into water)
  • Dragon (no water animation, takes a while to drown)
  • Khorinis shipyard (too high)
  • Khorinis shipyard (combat ai)
  • Jarkentar underwater cave (no water plane in middle part)
  • Scaled models (shrink monster; Mdl_SetModelScale)
  • Transform spells
  • Interaction with "movable-immovables": fake-walls or even doors
  • Jump into water (npc should switch state to diving)
  • Elevators (!)

Collision npc(human) vs landscape

  1. Frontal
    изображение
  2. Side
    изображение
  3. Rotate after side collision
    изображение

Collision npc(snapper) vs landscape

  1. Frontal
    изображение
  2. Side
    изображение

Activity

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    unimplementedNot implemented feature of original game

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