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Fix Landing Behaviors

How to Verify: The avatar should now land on the ground from jumps as in PotS. Therefore, standing jumps produce a full landing, downhill jumps produce a blended landing based on how far down the avatar fell, and uphill jumps produce no landing.
This commit is contained in:
Christian Walther
2012-05-18 20:51:16 +02:00
4 changed files with 10 additions and 5 deletions

View File

@ -133,8 +133,12 @@ void plWalkingController::RecalcVelocity(double timeNow, double timePrev, hsBool
if (fController && !fWalkingStrategy->IsOnGround())
{
// PhysX Hack
// LinearVelocity is always (0,0,0) outside the PhysController
fImpactTime = fWalkingStrategy->GetAirTime();
fImpactVelocity = fController->GetLinearVelocity();
fImpactVelocity = fController->GetAchievedLinearVelocity();
// convert orientation from subworld to avatar-local coordinates
fImpactVelocity = (hsVector3)fController->GetLocalRotation().Rotate(&fImpactVelocity);
fClearImpact = false;
}
else

View File

@ -147,6 +147,7 @@ public:
virtual void CheckAndHandleAnyStateChanges();
virtual void UpdateSubstepNonPhysical();
virtual const hsPoint3& GetLocalPosition()=0;
const hsQuat& GetLocalRotation() { return fLocalRotation; }
virtual void MoveActorToSim();
virtual void OverrideAchievedVelocity(hsVector3 newAchievedVel)