- Timestamp:
- Jun 29, 2006, 10:50:30 PM (18 years ago)
- File:
-
- 1 edited
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branches/single_player_map/src/lib/collision_reaction/cr_physics_ground_walk.cc
r8924 r8925 75 75 float height; 76 76 float front; 77 77 float side; 78 79 PRINTF(0)("collision raction======================================\n"); 78 80 79 81 const std::vector<CollisionEvent*>* collisionEvents = &(collision->getCollisionEvents()); … … 117 119 height = collPos.y - box->halfLength[1]; 118 120 121 PRINTF(0)("height: %f\n", height); 122 PRINTF(0)("in wall %i\n", ce->isInWall()); 119 123 120 124 // object is beneath the plane (ground) … … 133 137 // collision in the z-axis 134 138 case COLLISION_TYPE_AXIS_Z: 139 140 side = collPos.z - box->halfLength[2]; 141 142 PRINTF(0)("side: %f\n", side); 143 PRINTF(0)("in wall %i\n", ce->isInWall()); 144 145 // object is beneath the plane (ground) 146 if( side <= 0.0f ) 147 { 148 // entity->shiftCoor(Vector(front, 0.0f, 0.0f)); 149 } 150 // object is already in the wall 151 else if( ce->isInWall()) 152 { 153 // entity->setAbsCoor(entity->getLastAbsCoor()); 154 } 135 155 break; 136 156 }
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