|
@@ -63,9 +63,16 @@ CollisionHandlerGravity::
|
|
|
float CollisionHandlerGravity::
|
|
float CollisionHandlerGravity::
|
|
|
set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) {
|
|
set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) {
|
|
|
// Get the maximum height for all collisions with this node.
|
|
// Get the maximum height for all collisions with this node.
|
|
|
|
|
+ // This is really the distance to-the-ground, so it will
|
|
|
|
|
+ // be negative when the avatar is above the ground.
|
|
|
|
|
+ // Larger values (less negative) are higher elevation (assuming
|
|
|
|
|
+ // the avatar is right-side-up (or the ray is plumb)).
|
|
|
bool got_max = false;
|
|
bool got_max = false;
|
|
|
|
|
+ bool got_min = false;
|
|
|
float max_height = 0.0f;
|
|
float max_height = 0.0f;
|
|
|
|
|
+ float min_height = 0.0f;
|
|
|
CollisionEntry *highest = NULL;
|
|
CollisionEntry *highest = NULL;
|
|
|
|
|
+ CollisionEntry *lowest = NULL;
|
|
|
|
|
|
|
|
Entries::const_iterator ei;
|
|
Entries::const_iterator ei;
|
|
|
for (ei = entries.begin(); ei != entries.end(); ++ei) {
|
|
for (ei = entries.begin(); ei != entries.end(); ++ei) {
|
|
@@ -81,13 +88,27 @@ set_highest_collision(const NodePath &target_node_path, const NodePath &from_nod
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
float height = point[2];
|
|
float height = point[2];
|
|
|
- if (!got_max || height > max_height) {
|
|
|
|
|
|
|
+ if (height < _offset &&
|
|
|
|
|
+ (!got_max || height > max_height)) {
|
|
|
got_max = true;
|
|
got_max = true;
|
|
|
max_height = height;
|
|
max_height = height;
|
|
|
highest = entry;
|
|
highest = entry;
|
|
|
}
|
|
}
|
|
|
|
|
+ if (!got_min || height < min_height) {
|
|
|
|
|
+ got_min = true;
|
|
|
|
|
+ min_height = height;
|
|
|
|
|
+ lowest = entry;
|
|
|
|
|
+ }
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
+ if (!got_max && got_min) {
|
|
|
|
|
+ // We've fallen through the world, but we're also under some walkable
|
|
|
|
|
+ // geometry.
|
|
|
|
|
+ // Move us up to the lowest surface:
|
|
|
|
|
+ got_max = true;
|
|
|
|
|
+ max_height = min_height;
|
|
|
|
|
+ highest = lowest;
|
|
|
|
|
+ }
|
|
|
//#*#_has_contact = got_max;
|
|
//#*#_has_contact = got_max;
|
|
|
|
|
|
|
|
#if 0
|
|
#if 0
|
|
@@ -99,7 +120,7 @@ set_highest_collision(const NodePath &target_node_path, const NodePath &from_nod
|
|
|
highest->write(cout, 2);
|
|
highest->write(cout, 2);
|
|
|
cout<<endl;
|
|
cout<<endl;
|
|
|
#endif
|
|
#endif
|
|
|
-
|
|
|
|
|
|
|
+
|
|
|
// We only collide with things we are impacting with.
|
|
// We only collide with things we are impacting with.
|
|
|
// Remove the collisions:
|
|
// Remove the collisions:
|
|
|
_current_colliding.clear();
|
|
_current_colliding.clear();
|
|
@@ -144,7 +165,7 @@ handle_entries() {
|
|
|
float max_height = set_highest_collision(def._target, from_node_path, entries);
|
|
float max_height = set_highest_collision(def._target, from_node_path, entries);
|
|
|
|
|
|
|
|
// Now set our height accordingly.
|
|
// Now set our height accordingly.
|
|
|
- float adjust = max_height + _offset;
|
|
|
|
|
|
|
+ float adjust = max_height; // #*# + _offset;
|
|
|
if (_current_velocity > 0.0f || !IS_THRESHOLD_ZERO(adjust, 0.001)) {
|
|
if (_current_velocity > 0.0f || !IS_THRESHOLD_ZERO(adjust, 0.001)) {
|
|
|
if (collide_cat.is_debug()) {
|
|
if (collide_cat.is_debug()) {
|
|
|
collide_cat.debug()
|
|
collide_cat.debug()
|
|
@@ -202,6 +223,7 @@ handle_entries() {
|
|
|
|
|
|
|
|
return okflag;
|
|
return okflag;
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////
|
|
|
// Function: CollisionHandlerGravity::apply_linear_force
|
|
// Function: CollisionHandlerGravity::apply_linear_force
|
|
|
// Access: Protected, Virtual
|
|
// Access: Protected, Virtual
|