more follow velocity tuning

This commit is contained in:
Andrew Meadows 2016-09-20 10:11:25 -07:00
parent 0ef8ef4734
commit 55e1d05887

View file

@ -206,7 +206,6 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
const float FOLLOW_TIMESCALE = 0.8f;
const float ONE_STEP_AT_NORMAL_WALKING_SPEED = FOLLOW_TIMESCALE * NORMAL_WALKING_SPEED;
const float FOLLOW_ROTATION_THRESHOLD = PI / 6.0f;
const float FOLLOW_FACTOR = 0.25f;
const float MAX_ANGULAR_SPEED = FOLLOW_ROTATION_THRESHOLD / FOLLOW_TIMESCALE;
const float MIN_DELTA_DISTANCE = 0.01f;
@ -222,7 +221,7 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
} else {
vel *= NORMAL_WALKING_SPEED * (deltaDistance / ONE_STEP_AT_NORMAL_WALKING_SPEED);
}
const float HORIZONTAL_FOLLOW_TIMESCALE = 0.01f; // a very small timescale here is OK
const float HORIZONTAL_FOLLOW_TIMESCALE = 0.25f;
const float VERTICAL_FOLLOW_TIMESCALE = (_state == State::Hover) ? HORIZONTAL_FOLLOW_TIMESCALE : 20.0f;
glm::quat worldFrameRotation; // identity
addMotor(bulletToGLM(vel), worldFrameRotation, HORIZONTAL_FOLLOW_TIMESCALE, VERTICAL_FOLLOW_TIMESCALE);