[ODE] Trouble balancing "hover" rays over very short distances
Megan Fox
shalinor at gmail.com
Fri Feb 4 13:03:50 MST 2005
Thanks, Jon, I'll try implementing your suggestion, though...
> // Grab the relevant portion of the current velocity
> vector3 curVelocity = nOpende::BodyGetLinearVel(this->tempBodyID);
> vector3 velDir = curVelocity;
> velDir.norm();
> float relevantVel = curVelocity.len() * (velDir.dot(pushDir));
>
> If not, then the dot won't give you a normalized result.
> Also, because velDir is not normalized, you don't need to
> multiply by velocity length again -- that will give you a
> vector of magnitude squared.
Yes, pushDir is normalized, and velDir gets normalized there right
there, after I assign it the velocity (velDir.norm()). So no problems
there, though the rest of the algorithm is suspect at best.
Thanks again,
-Megan
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