closer to working

This commit is contained in:
Darren Ranalli 2007-08-25 00:22:04 +00:00
parent d64c2e36c0
commit d2efe56e9b

View File

@ -152,7 +152,10 @@ handle_entries() {
_from_node_path_copy = from_node_path.copy_to(from_node_path.get_parent());
LPoint3f N(from_node_path.get_pos_delta(*_root));
const LPoint3f orig_pos(_from_node_path_copy.get_pos());
if (_horizontal) {
N[2] = 0.0f;
}
const LPoint3f orig_pos(from_node_path.get_pos(*_root));
// this will hold the final calculated position
LPoint3f PosX(orig_pos);
@ -196,12 +199,13 @@ handle_entries() {
nassertr(C->has_surface_point(), true);
nassertr(C->has_surface_normal(), true);
nassertr(C->has_interior_point(), true);
LVector3f surface_normal = C->get_surface_normal(_from_node_path_copy);
LVector3f surface_normal = C->get_surface_normal(*_root);
if (_horizontal) {
surface_normal[2] = 0.0f;
}
surface_normal.normalize();
PosX = C->get_surface_point(_from_node_path_copy) + (sphere_radius * surface_normal);
collide_cat.info() << "normal: " << surface_normal << endl;
PosX = C->get_surface_point(*_root) + (sphere_radius * surface_normal);
// check to see if we're stuck, given this collision
float dot = right_unit.dot(surface_normal);
@ -229,11 +233,11 @@ handle_entries() {
}
// set up new current/last positions, re-calculate collisions
CPT(TransformState) prev_trans(_from_node_path_copy.get_prev_transform());
prev_trans->set_pos(_from_node_path_copy.get_pos());
_from_node_path_copy.set_prev_transform(prev_trans);
CPT(TransformState) prev_trans(_from_node_path_copy.get_prev_transform(*_root));
prev_trans->set_pos(_from_node_path_copy.get_pos(*_root));
_from_node_path_copy.set_prev_transform(*_root, prev_trans);
_from_node_path_copy.set_pos(PosX);
// calculate new collisions given new movement vector
CollisionEntry new_entry;
new_entry._from_node_path = _from_node_path_copy;
@ -251,14 +255,23 @@ handle_entries() {
}
LVector3f net_shove(PosX - orig_pos);
if (_horizontal) {
net_shove[2] = 0.0f;
}
LVector3f force_normal(net_shove);
force_normal.normalize();
collide_cat.info() << "PosX: " << PosX << endl;
collide_cat.info() << "orig_pos: " << orig_pos << endl;
collide_cat.info() << "net_shove: " << net_shove << endl;
collide_cat.info() << endl;
// This is the part where the node actually gets moved:
CPT(TransformState) trans = def._target.get_transform();
CPT(TransformState) trans = def._target.get_transform(*_root);
LVecBase3f pos = trans->get_pos();
pos += net_shove * trans->get_mat();
def._target.set_transform(trans->set_pos(pos));
def._target.set_transform(*_root, trans->set_pos(pos));
def.updated_transform();
// We call this to allow derived classes to do other