Created
December 12, 2012 00:05
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collision code with sweep test instead of rigid bodies
PS it doesn't work
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def update(self, dt): | |
dt = min(dt, 0.2) # let's just temporarily assume that if we're getting less than 5 fps, dt must be wrong. | |
yaw = self.movement['left'] + self.movement['right'] | |
self.rotate_by(yaw * dt * 60, 0, 0) | |
walk = self.movement['forward'] + self.movement['backward'] | |
speed = 0 | |
if self.on_ground: | |
speed = walk | |
self.xz_velocity = self.position() | |
#sweep test for destination of walk | |
# | |
theta = self.actor.get_h() | |
mag = speed * dt * 60 | |
cur_pos_ts = TransformState.makePos(self.position()) | |
new_pos = (self.position() - Point3(math.cos(theta), 0, math.sin(theta)) * mag) | |
new_pos_ts = TransformState.makePos(new_pos) | |
#print new_pos | |
sweep_result = self.world.physics.sweepTestClosest(self.hector_capsule_shape, cur_pos_ts, new_pos_ts, BitMask32.all_on(), 0) | |
#print "s_result : %s" % sweep_result | |
if sweep_result.has_hit(): | |
hit_position = sweep_result.get_hit_pos() | |
normal = sweep_result.get_hit_normal() | |
print "sweep found object at %s , normal %s" % (hit_position, normal) | |
#reflection = new_pos - normal * (2.0 * new_pos.dot(normal)) | |
#reflection.normalize() | |
par_dir = normal * new_pos.dot(normal) | |
perp_dir = new_pos - par_dir | |
perp_dir.normalize() | |
perp_component = perp_dir * mag | |
print "new_pos: %s, par_dir: %s, perp_dir: %s, perp_component: %s" %(new_pos,par_dir,perp_dir,perp_component) | |
self.move(self.position() - Vec3(perp_component.x, 0, perp_component.z)) | |
#self.move_by(??, 0, ??) | |
else: | |
self.move_by(0, 0, mag) | |
#self.move_by(*move_vector) | |
self.xz_velocity -= self.position() | |
self.xz_velocity *= -1 | |
self.xz_velocity /= (dt * 60) | |
else: | |
self.move(self.position() + self.xz_velocity * dt * 60) | |
# Cast a ray from just above our feet to just below them, see if anything hits. | |
pt_from = self.position() + Vec3(0, 1, 0) | |
pt_to = pt_from + Vec3(0, -1.1, 0) | |
result = self.world.physics.ray_test_closest(pt_from, pt_to, MAP_COLLIDE_BIT | SOLID_COLLIDE_BIT) | |
self.update_legs(walk,dt) | |
if self.y_velocity <= 0 and result.has_hit(): | |
self.on_ground = True | |
self.y_velocity = 0 | |
self.move(result.get_hit_pos()) | |
else: | |
self.on_ground = False | |
self.y_velocity -= 0.20 * dt | |
self.move_by(0, self.y_velocity * dt * 60, 0) | |
return |
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