about to compute position deltas using sphere
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@ -152,19 +152,22 @@ handle_entries() {
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}
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// this is used to track position deltas every time we collide against a solid
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LPoint3f N(M);
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//collide_cat.info() << "N: " << N << endl;
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collide_cat.info() << "N: " << N << endl;
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const LPoint3f orig_pos(from_node_path.get_pos(*_root));
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CPT(TransformState) prev_trans(from_node_path.get_prev_transform(*_root));
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const LPoint3f orig_prev_pos(prev_trans->get_pos());
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//collide_cat.info() << "orig_pos: " << orig_pos << endl;
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//collide_cat.info() << "orig_prev_pos: " << orig_prev_pos << endl;
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collide_cat.info() << "orig_pos: " << orig_pos << endl;
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collide_cat.info() << "orig_prev_pos: " << orig_prev_pos << endl;
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// this will hold the final calculated position at each iteration
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LPoint3f candidate_final_pos(orig_pos);
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if (_horizontal) {
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candidate_final_pos[2] = 0.0f;
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}
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// this holds the position before reacting to collisions
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LPoint3f uncollided_pos(candidate_final_pos);
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//collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
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collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
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// unit vector facing back into original direction of motion
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LVector3f reverse_vec(-M);
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@ -172,12 +175,12 @@ handle_entries() {
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reverse_vec[2] = 0.0f;
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}
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reverse_vec.normalize();
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//collide_cat.info() << "reverse_vec: " << reverse_vec << endl;
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collide_cat.info() << "reverse_vec: " << reverse_vec << endl;
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// unit vector pointing out to the right relative to the direction of motion,
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// looking into the direction of motion
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const LVector3f right_unit(LVector3f::up().cross(reverse_vec));
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//collide_cat.info() << "right_unit: " << right_unit << endl;
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collide_cat.info() << "right_unit: " << right_unit << endl;
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// if both of these become true, we're stuck in a 'corner'
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bool left_halfspace_obstructed = false;
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@ -207,7 +210,7 @@ handle_entries() {
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break;
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}
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//collide_cat.info() << "t: " << C->get_t() << endl;
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collide_cat.info() << "t: " << C->get_t() << endl;
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// move back to initial contact point
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LPoint3f contact_point;
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@ -223,22 +226,22 @@ handle_entries() {
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uncollided_pos = candidate_final_pos;
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candidate_final_pos[0] = contact_point[0];
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candidate_final_pos[1] = contact_point[1];
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//collide_cat.info() << "contact_point: " << contact_point << endl;
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collide_cat.info() << "contact_point: " << contact_point << endl;
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LVector3f proj_surface_normal(contact_normal);
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if (_horizontal) {
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proj_surface_normal[2] = 0.0f;
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}
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//collide_cat.info() << "normal: " << contact_normal << endl;
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//collide_cat.info() << "proj_surface_normal: " << proj_surface_normal << endl;
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collide_cat.info() << "normal: " << contact_normal << endl;
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collide_cat.info() << "proj_surface_normal: " << proj_surface_normal << endl;
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LVector3f norm_proj_surface_normal(proj_surface_normal);
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norm_proj_surface_normal.normalize();
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//collide_cat.info() << "norm_proj_surface_normal: " << norm_proj_surface_normal << endl;
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collide_cat.info() << "norm_proj_surface_normal: " << norm_proj_surface_normal << endl;
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// check to see if we're stuck, given this collision
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float dot = right_unit.dot(norm_proj_surface_normal);
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//collide_cat.info() << "dot: " << dot << endl;
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collide_cat.info() << "dot: " << dot << endl;
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if (dot > 0.0f) {
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// positive dot means plane is coming from the left (looking along original
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@ -279,7 +282,7 @@ handle_entries() {
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if (_horizontal) {
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blocked_movement[2] = 0.0f;
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}
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//collide_cat.info() << "blocked movement: " << blocked_movement << endl;
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collide_cat.info() << "blocked movement: " << blocked_movement << endl;
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candidate_final_pos += (norm_proj_surface_normal *
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-blocked_movement.dot(norm_proj_surface_normal));
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@ -287,20 +290,24 @@ handle_entries() {
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// this is how the regular pusher pushes
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//candidate_final_pos += (contact_point - interior_point).length() * norm_proj_surface_normal;
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//collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
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collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
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// set up new current/last positions, re-calculate collisions
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candidate_final_pos[2] = orig_pos[2];
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from_node_path.set_pos(*_root, candidate_final_pos);
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CPT(TransformState) prev_trans(from_node_path.get_prev_transform(*_root));
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prev_trans->set_pos(contact_point);
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from_node_path.set_prev_transform(*_root, prev_trans);
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candidate_final_pos[2] = 0.0f;
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// recalculate the position delta
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N = from_node_path.get_pos_delta(*_root);
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if (_horizontal) {
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N[2] = 0.0f;
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}
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//collide_cat.info() << "N: " << N << endl;
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collide_cat.info() << "N: " << N << endl;
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// calculate new collisions given new movement vector
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entries.clear();
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@ -321,13 +328,15 @@ handle_entries() {
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prev_trans->set_pos(orig_prev_pos);
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from_node_path.set_prev_transform(*_root, prev_trans);
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candidate_final_pos[2] = orig_pos[2];
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LVector3f net_shove(candidate_final_pos - orig_pos);
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LVector3f force_normal(net_shove);
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force_normal.normalize();
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//collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
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//collide_cat.info() << "orig_pos: " << orig_pos << endl;
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//collide_cat.info() << "net_shove: " << net_shove << endl;
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collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
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collide_cat.info() << "orig_pos: " << orig_pos << endl;
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collide_cat.info() << "net_shove: " << net_shove << endl;
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// This is the part where the node actually gets moved:
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def._target.set_pos(*_root, candidate_final_pos);
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