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@@ -75,7 +75,7 @@ get_child_vector(const PhysicsObject* po) {
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physics_debug(" v "<<v<<" len "<<v.length()
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physics_debug(" v "<<v<<" len "<<v.length()
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<<" friction "<<friction<<" len "<<friction.length()
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<<" friction "<<friction<<" len "<<friction.length()
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<<" dot "<<(normalize(v).dot(normalize(friction))));
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<<" dot "<<(normalize(v).dot(normalize(friction))));
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- assert(friction.almostEqual(LVector3f::zero())
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+ assert(friction.almost_equal(LVector3f::zero())
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|| IS_NEARLY_EQUAL(normalize(v).dot(normalize(friction)), -1.0f));
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|| IS_NEARLY_EQUAL(normalize(v).dot(normalize(friction)), -1.0f));
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// cary said to cap this at zero so that friction can't reverse
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// cary said to cap this at zero so that friction can't reverse
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// your direction, but it seems to me that if you're computing:
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// your direction, but it seems to me that if you're computing:
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