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synced 2025-10-02 09:52:27 -04:00
changed pitch and roll asserts to set the pitch and roll to zero
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@ -340,8 +340,11 @@ class GravityWalker(DirectObject.DirectObject):
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# more pass to ensure we aren't standing in a wall.
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self.oneTimeCollide()
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if active:
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assert self.avatarNodePath.getP() == 0.0 # maybe we should just setP(0.0)
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assert self.avatarNodePath.getR() == 0.0 # maybe we should just setR(0.0)
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if 1:
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# Please let skyler or drose know if this is causing a problem
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# This is a bit of a hack fix:
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self.avatarNodePath.setP(0.0)
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self.avatarNodePath.setR(0.0)
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self.cTrav.addCollider(self.cWallSphereNodePath, self.pusher)
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if self.wantFloorSphere:
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self.cTrav.addCollider(self.cFloorSphereNodePath, self.pusherFloor)
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@ -409,19 +412,19 @@ class GravityWalker(DirectObject.DirectObject):
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"""
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For debug use.
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"""
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onScreenDebug.add("controls", "GravityWalker")
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onScreenDebug.add("w controls", "GravityWalker")
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onScreenDebug.add("airborneHeight", self.lifter.getAirborneHeight())
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onScreenDebug.add("falling", self.falling)
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onScreenDebug.add("isOnGround", self.lifter.isOnGround())
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#onScreenDebug.add("gravity", self.lifter.getGravity())
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#onScreenDebug.add("jumpForce", self.avatarControlJumpForce)
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onScreenDebug.add("contact normal", self.lifter.getContactNormal())
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onScreenDebug.add("mayJump", self.mayJump)
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onScreenDebug.add("impact", self.lifter.getImpactVelocity())
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onScreenDebug.add("velocity", self.lifter.getVelocity())
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onScreenDebug.add("isAirborne", self.isAirborne)
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onScreenDebug.add("hasContact", self.lifter.hasContact())
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onScreenDebug.add("w airborneHeight", self.lifter.getAirborneHeight())
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onScreenDebug.add("w falling", self.falling)
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onScreenDebug.add("w isOnGround", self.lifter.isOnGround())
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#onScreenDebug.add("w gravity", self.lifter.getGravity())
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#onScreenDebug.add("w jumpForce", self.avatarControlJumpForce)
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onScreenDebug.add("w contact normal", self.lifter.getContactNormal().pPrintValues())
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onScreenDebug.add("w mayJump", self.mayJump)
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onScreenDebug.add("w impact", self.lifter.getImpactVelocity())
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onScreenDebug.add("w velocity", self.lifter.getVelocity())
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onScreenDebug.add("w isAirborne", self.isAirborne)
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onScreenDebug.add("w hasContact", self.lifter.hasContact())
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def handleAvatarControls(self, task):
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"""
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@ -511,8 +514,22 @@ class GravityWalker(DirectObject.DirectObject):
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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rotMat2=Mat3.rotateMatNormaxis(0.0, self.lifter.getContactNormal())
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step=rotMat.xform(rotMat2.xform(self.vel)) + (self.priorParent * dt)
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forward = Vec3(rotMat.xform(Vec3.forward()))
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up = Vec3(rotMat.xform(self.lifter.getContactNormal()))
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rotMat2=Mat3()
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headsUp(rotMat2, forward, up)
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#rotMat2=Mat3.rotateMatNormaxis(0.0, )
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step=rotMat2.xform(self.vel) + (self.priorParent * dt)
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if 1:
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onScreenDebug.add("a getH()", self.avatarNodePath.getH())
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onScreenDebug.add("a forward", forward.pPrintValues())
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onScreenDebug.add("a up", up.pPrintValues())
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onScreenDebug.add("a Vec3.forward()", Vec3.forward().pPrintValues())
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onScreenDebug.add("a Vec3.up()", Vec3.up().pPrintValues())
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onScreenDebug.add("a Vec3.right()", Vec3.right().pPrintValues())
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onScreenDebug.add("a contactNormal()", self.lifter.getContactNormal().pPrintValues())
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onScreenDebug.add("a rotMat", rotMat.pPrintValues())
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onScreenDebug.add("a rotMat2", rotMat2.pPrintValues())
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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