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Ignore:
Timestamp:
Jun 30, 2006, 12:46:36 AM (18 years ago)
Author:
patrick
Message:

working with directions

File:
1 edited

Legend:

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  • branches/single_player_map/src/lib/collision_reaction/cr_physics_ground_walk.cc

    r8931 r8932  
    9898        front = collPos.x - box->halfLength[0];
    9999
    100 //         PRINTF(0)("front: %f\n", front);
    101 //         PRINTF(0)("in wall %i\n", ce->isInWall());
    102 
    103100        // object is beneath the plane (ground)
    104101        if( front <= 0.0f )
    105102        {
    106 //           entity->shiftCoor(Vector(front, 0.0f, 0.0f));
     103          Vector backoff = entity->getAbsDirX() * front;
     104          entity->shiftCoor(backoff);
    107105        }
    108106        // object is already in the wall
     
    119117        height = collPos.y - box->halfLength[1];
    120118
    121 //         PRINTF(0)("height: %f\n", height);
    122 //         PRINTF(0)("in wall %i\n", ce->isInWall());
    123119
    124120        // object is beneath the plane (ground)
     
    130126        else if( ce->isInWall())
    131127        {
    132          // entity->setAbsCoor(entity->getLastAbsCoor());
     128          entity->setAbsCoor(entity->getLastAbsCoor());
    133129        }
    134130        break;
     
    140136        side = collPos.z - box->halfLength[2];
    141137
    142 //         PRINTF(0)("side: %f\n", side);
    143 //         PRINTF(0)("in wall %i\n", ce->isInWall());
    144 
    145138        // object is beneath the plane (ground)
    146139        if( side <= 0.0f )
    147140        {
    148 //           entity->shiftCoor(Vector(front, 0.0f, 0.0f));
     141          entity->shiftCoor(Vector(0.0f, 0.0f, side));
    149142        }
    150143        // object is already in the wall
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