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changed how the contact vector gets calculated
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31ff26b6f4
commit
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@ -187,11 +187,11 @@ set_highest_collision(const NodePath &target_node_path, const NodePath &from_nod
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// is colliding with relative to the avatar. A positive y valye means
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// the avatar is facing downhill and a negative y value means the
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// avatar is facing uphill.
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_contact_normal = DCAST(CollisionPlane, highest->get_into())->get_normal() * from_node_path.get_mat(highest->get_into_node_path());
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//_contact_normal = DCAST(CollisionPlane, highest->get_into())->get_normal() * from_node_path.get_mat(highest->get_into_node_path());
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//_contact_normal = DCAST(CollisionPlane, highest->get_into())->get_normal();
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// This is asking: what is the normal of the avatar that the avatar
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// is colliding with relative to the plane.
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//_contact_normal = DCAST(CollisionPlane, highest->get_into())->get_normal() * highest->get_into_node_path().get_mat(from_node_path);
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_contact_normal = DCAST(CollisionPlane, highest->get_into())->get_normal() * highest->get_into_node_path().get_mat(from_node_path);
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} else {
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_contact_normal = highest->get_surface_normal(from_node_path);
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}
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@ -286,6 +286,7 @@ handle_entries() {
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apply_linear_force(def, LVector3f(0.0f, 0.0f, adjust));
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} else {
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// _impact_velocity = _current_velocity;
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_current_velocity = _airborne_height = 0.0f;
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if (collide_cat.is_spam()) {
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collide_cat.spam()
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