fix for strafe

This commit is contained in:
Dave Schuyler 2005-10-25 03:55:04 +00:00
parent 0fc3e0fdcc
commit fdf8a79fea

View File

@ -515,9 +515,7 @@ class GravityWalker(DirectObject.DirectObject):
rotation = dt * self.rotationSpeed rotation = dt * self.rotationSpeed
# Take a step in the direction of our previous heading. # Take a step in the direction of our previous heading.
self.vel=Vec3(Vec3.forward() * distance + if distance or slideDistance or self.priorParent != Vec3.zero():
Vec3.right() * slideDistance)
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
# 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())
@ -526,24 +524,23 @@ class GravityWalker(DirectObject.DirectObject):
else: else:
contact = self.lifter.getContactNormal() contact = self.lifter.getContactNormal()
forward = contact.cross(Vec3.right()) forward = contact.cross(Vec3.right())
forward = Vec3(rotMat.xform(forward)) # Consider commenting out this normalize. If you do so
# Consider commenting out this normalize. If you do so # then going up and down slops is a touch slower and
# then going up and down slops is a touch slower and # steeper terrain can cut the movement in half. Without
# steeper terrain can cut the movement in half. Without # the normalize the movement is slowed by the cosine of
# the normalize the movement is slowed by the cosine of # the slope (i.e. it is multiplied by the sign as a
# the slope (i.e. it is multiplied by the sign as a # side effect of the cross product above).
# side effect of the cross product above). forward.normalize()
forward.normalize()
self.vel=Vec3(forward * distance) self.vel=Vec3(forward * distance)
if slideDistance: if slideDistance:
if self.isAirborne: if self.isAirborne:
right = Vec3.right() right = Vec3.right()
else: else:
right = forward.cross(contact) right = forward.cross(contact)
right = Vec3(rotMat.xform(right)) # See note above for forward.normalize()
# See note above for forward.normalize() right.normalize()
right.normalize() self.vel=Vec3(self.vel + (right * slideDistance))
self.vel=Vec3(self.vel + right * slideDistance) self.vel=Vec3(rotMat.xform(self.vel))
step=self.vel + (self.priorParent * dt) step=self.vel + (self.priorParent * dt)
self.avatarNodePath.setFluidPos(Point3( self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step)) self.avatarNodePath.getPos()+step))