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Remove superfluous velocity reflection in movement solver.

The slide projection negates the reflection effect.
Just to be sure I've compared the resulting vectors
with and without reflection at runtime.
This commit is contained in:
logzero 2016-12-24 12:29:09 +01:00
parent 50fd913058
commit e58de5e410

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@ -366,10 +366,7 @@ namespace MWPhysics
newPosition.z() <= swimlevel)
{
const osg::Vec3f down(0,0,-1);
float movelen = velocity.normalize();
osg::Vec3f reflectdir = reflect(velocity, down);
reflectdir.normalize();
velocity = slide(reflectdir, down)*movelen;
velocity = slide(velocity, down);
// NOTE: remainingTime is unchanged before the loop continues
continue; // velocity updated, calculate nextpos again
}
@ -413,12 +410,7 @@ namespace MWPhysics
else
{
// Can't move this way, try to find another spot along the plane
osg::Vec3f direction = velocity;
float movelen = direction.normalize();
osg::Vec3f reflectdir = reflect(velocity, tracer.mPlaneNormal);
reflectdir.normalize();
osg::Vec3f newVelocity = slide(reflectdir, tracer.mPlaneNormal)*movelen;
osg::Vec3f newVelocity = slide(velocity, tracer.mPlaneNormal);
// Do not allow sliding upward if there is gravity.
// Stepping will have taken care of that.