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forward movement normalized
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@ -515,32 +515,29 @@ class GravityWalker(DirectObject.DirectObject):
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self.vel=Vec3(Vec3.forward() * distance +
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self.vel=Vec3(Vec3.forward() * distance +
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Vec3.right() * slideDistance)
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Vec3.right() * slideDistance)
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if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
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if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
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if 0:
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# rotMat is the rotation matrix corresponding to
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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contact = self.lifter.getContactNormal()
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right = Vec3(rotMat.xform(Vec3.right()))
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forward = contact.cross(Vec3.right())
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up = Vec3(rotMat.xform(self.lifter.getContactNormal()))
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forward = Vec3(rotMat.xform(forward))
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forward = up.cross(right)
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# Consider commenting out this normalize. If you do so
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self.vel=Vec3(forward * distance +
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# then going up and down slops is a touch slower and
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right * slideDistance)
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# steeper terrain can cut the movement in half. Without
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step=self.vel + (self.priorParent * dt)
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# the normalize the movement is slowed by the cosine of
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self.avatarNodePath.setFluidPos(Point3(
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# the slope (i.e. it is multiplied by the sign as a
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self.avatarNodePath.getPos()+step))
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# side effect of the cross product above).
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if 1:
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forward.normalize()
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# rotMat is the rotation matrix corresponding to
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self.vel=Vec3(forward * distance)
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# our previous heading.
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if slideDistance:
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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right = forward.cross(contact)
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forward = self.lifter.getContactNormal().cross(Vec3.right())
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right = Vec3(rotMat.xform(Vec3.right()))
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forward = Vec3(rotMat.xform(forward))
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# See note above for forward.normalize()
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self.vel=Vec3(forward * distance)
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right.normalize()
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if slideDistance:
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self.vel=Vec3(self.vel + right * slideDistance)
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right = forward.cross(self.lifter.getContactNormal())
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step=self.vel + (self.priorParent * dt)
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right = Vec3(rotMat.xform(Vec3.right()))
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self.avatarNodePath.setFluidPos(Point3(
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self.vel=Vec3(self.vel + right * slideDistance)
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self.avatarNodePath.getPos()+step))
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step=self.vel + (self.priorParent * dt)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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else:
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else:
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self.vel.set(0.0, 0.0, 0.0)
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self.vel.set(0.0, 0.0, 0.0)
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