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changed to step up to floor
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@ -63,9 +63,16 @@ CollisionHandlerGravity::
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float CollisionHandlerGravity::
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set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) {
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// Get the maximum height for all collisions with this node.
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// This is really the distance to-the-ground, so it will
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// be negative when the avatar is above the ground.
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// Larger values (less negative) are higher elevation (assuming
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// the avatar is right-side-up (or the ray is plumb)).
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bool got_max = false;
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bool got_min = false;
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float max_height = 0.0f;
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float min_height = 0.0f;
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CollisionEntry *highest = NULL;
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CollisionEntry *lowest = NULL;
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Entries::const_iterator ei;
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for (ei = entries.begin(); ei != entries.end(); ++ei) {
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@ -81,13 +88,27 @@ set_highest_collision(const NodePath &target_node_path, const NodePath &from_nod
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}
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float height = point[2];
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if (!got_max || height > max_height) {
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if (height < _offset &&
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(!got_max || height > max_height)) {
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got_max = true;
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max_height = height;
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highest = entry;
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}
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if (!got_min || height < min_height) {
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got_min = true;
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min_height = height;
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lowest = entry;
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}
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}
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}
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if (!got_max && got_min) {
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// We've fallen through the world, but we're also under some walkable
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// geometry.
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// Move us up to the lowest surface:
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got_max = true;
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max_height = min_height;
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highest = lowest;
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}
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//#*#_has_contact = got_max;
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#if 0
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@ -144,7 +165,7 @@ handle_entries() {
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float max_height = set_highest_collision(def._target, from_node_path, entries);
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// Now set our height accordingly.
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float adjust = max_height + _offset;
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float adjust = max_height; // #*# + _offset;
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if (_current_velocity > 0.0f || !IS_THRESHOLD_ZERO(adjust, 0.001)) {
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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@ -202,6 +223,7 @@ handle_entries() {
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return okflag;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerGravity::apply_linear_force
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// Access: Protected, Virtual
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