forward movement normalized

This commit is contained in:
Dave Schuyler 2005-10-11 21:42:57 +00:00
parent c9c13dc10f
commit d6d1877329

View File

@ -515,28 +515,25 @@ class GravityWalker(DirectObject.DirectObject):
self.vel=Vec3(Vec3.forward() * distance + self.vel=Vec3(Vec3.forward() * distance +
Vec3.right() * slideDistance) Vec3.right() * slideDistance)
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero(): if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
if 0:
# rotMat is the rotation matrix corresponding to # rotMat is the rotation matrix corresponding to
# our previous heading. # our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up()) rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
right = Vec3(rotMat.xform(Vec3.right())) contact = self.lifter.getContactNormal()
up = Vec3(rotMat.xform(self.lifter.getContactNormal())) forward = contact.cross(Vec3.right())
forward = up.cross(right)
self.vel=Vec3(forward * distance +
right * slideDistance)
step=self.vel + (self.priorParent * dt)
self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step))
if 1:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
forward = self.lifter.getContactNormal().cross(Vec3.right())
forward = Vec3(rotMat.xform(forward)) forward = Vec3(rotMat.xform(forward))
# Consider commenting out this normalize. If you do so
# then going up and down slops is a touch slower and
# steeper terrain can cut the movement in half. Without
# the normalize the movement is slowed by the cosine of
# the slope (i.e. it is multiplied by the sign as a
# side effect of the cross product above).
forward.normalize()
self.vel=Vec3(forward * distance) self.vel=Vec3(forward * distance)
if slideDistance: if slideDistance:
right = forward.cross(self.lifter.getContactNormal()) right = forward.cross(contact)
right = Vec3(rotMat.xform(Vec3.right())) right = Vec3(rotMat.xform(Vec3.right()))
# See note above for forward.normalize()
right.normalize()
self.vel=Vec3(self.vel + right * slideDistance) self.vel=Vec3(self.vel + right * slideDistance)
step=self.vel + (self.priorParent * dt) step=self.vel + (self.priorParent * dt)
self.avatarNodePath.setFluidPos(Point3( self.avatarNodePath.setFluidPos(Point3(