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closer to working
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@ -152,7 +152,10 @@ handle_entries() {
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_from_node_path_copy = from_node_path.copy_to(from_node_path.get_parent());
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_from_node_path_copy = from_node_path.copy_to(from_node_path.get_parent());
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LPoint3f N(from_node_path.get_pos_delta(*_root));
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LPoint3f N(from_node_path.get_pos_delta(*_root));
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const LPoint3f orig_pos(_from_node_path_copy.get_pos());
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if (_horizontal) {
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N[2] = 0.0f;
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}
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const LPoint3f orig_pos(from_node_path.get_pos(*_root));
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// this will hold the final calculated position
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// this will hold the final calculated position
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LPoint3f PosX(orig_pos);
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LPoint3f PosX(orig_pos);
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@ -196,12 +199,13 @@ handle_entries() {
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nassertr(C->has_surface_point(), true);
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nassertr(C->has_surface_point(), true);
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nassertr(C->has_surface_normal(), true);
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nassertr(C->has_surface_normal(), true);
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nassertr(C->has_interior_point(), true);
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nassertr(C->has_interior_point(), true);
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LVector3f surface_normal = C->get_surface_normal(_from_node_path_copy);
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LVector3f surface_normal = C->get_surface_normal(*_root);
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if (_horizontal) {
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if (_horizontal) {
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surface_normal[2] = 0.0f;
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surface_normal[2] = 0.0f;
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}
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}
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surface_normal.normalize();
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surface_normal.normalize();
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PosX = C->get_surface_point(_from_node_path_copy) + (sphere_radius * surface_normal);
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collide_cat.info() << "normal: " << surface_normal << endl;
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PosX = C->get_surface_point(*_root) + (sphere_radius * surface_normal);
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// check to see if we're stuck, given this collision
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// check to see if we're stuck, given this collision
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float dot = right_unit.dot(surface_normal);
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float dot = right_unit.dot(surface_normal);
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@ -229,9 +233,9 @@ handle_entries() {
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}
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}
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// set up new current/last positions, re-calculate collisions
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// set up new current/last positions, re-calculate collisions
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CPT(TransformState) prev_trans(_from_node_path_copy.get_prev_transform());
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CPT(TransformState) prev_trans(_from_node_path_copy.get_prev_transform(*_root));
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prev_trans->set_pos(_from_node_path_copy.get_pos());
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prev_trans->set_pos(_from_node_path_copy.get_pos(*_root));
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_from_node_path_copy.set_prev_transform(prev_trans);
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_from_node_path_copy.set_prev_transform(*_root, prev_trans);
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_from_node_path_copy.set_pos(PosX);
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_from_node_path_copy.set_pos(PosX);
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// calculate new collisions given new movement vector
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// calculate new collisions given new movement vector
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@ -251,14 +255,23 @@ handle_entries() {
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}
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}
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LVector3f net_shove(PosX - orig_pos);
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LVector3f net_shove(PosX - orig_pos);
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if (_horizontal) {
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net_shove[2] = 0.0f;
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}
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LVector3f force_normal(net_shove);
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LVector3f force_normal(net_shove);
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force_normal.normalize();
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force_normal.normalize();
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collide_cat.info() << "PosX: " << PosX << endl;
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collide_cat.info() << "orig_pos: " << orig_pos << endl;
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collide_cat.info() << "net_shove: " << net_shove << endl;
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collide_cat.info() << endl;
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// This is the part where the node actually gets moved:
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// This is the part where the node actually gets moved:
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CPT(TransformState) trans = def._target.get_transform();
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CPT(TransformState) trans = def._target.get_transform(*_root);
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LVecBase3f pos = trans->get_pos();
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LVecBase3f pos = trans->get_pos();
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pos += net_shove * trans->get_mat();
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pos += net_shove * trans->get_mat();
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def._target.set_transform(trans->set_pos(pos));
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def._target.set_transform(*_root, trans->set_pos(pos));
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def.updated_transform();
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def.updated_transform();
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// We call this to allow derived classes to do other
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// We call this to allow derived classes to do other
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