From ba78d25ee3036b36ff8240a54ed6e5e19fceb559 Mon Sep 17 00:00:00 2001 From: Karol Suprynowicz Date: Sat, 19 Oct 2024 22:41:58 +0200 Subject: [PATCH] Change minimum angular velocity to a lower one --- libraries/entities/src/EntityItem.cpp.in | 2 +- libraries/physics/src/ObjectMotionState.cpp | 2 +- libraries/shared/src/PhysicsHelpers.h | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/libraries/entities/src/EntityItem.cpp.in b/libraries/entities/src/EntityItem.cpp.in index aed0b2bcb6..0d3f721c91 100644 --- a/libraries/entities/src/EntityItem.cpp.in +++ b/libraries/entities/src/EntityItem.cpp.in @@ -1659,7 +1659,7 @@ void EntityItem::setAngularVelocity(const glm::vec3& value) { if (angularVelocity != value) { float speed = glm::length(value); if (!glm::isnan(speed)) { - const float MIN_ANGULAR_SPEED = 0.0002f; + const float MIN_ANGULAR_SPEED = 0.00001f; const float MAX_ANGULAR_SPEED = 9.0f * TWO_PI; // 1/10 rotation per step at 90Hz if (speed < MIN_ANGULAR_SPEED) { angularVelocity = ENTITY_ITEM_ZERO_VEC3; diff --git a/libraries/physics/src/ObjectMotionState.cpp b/libraries/physics/src/ObjectMotionState.cpp index 5376d296aa..a030b8ec08 100644 --- a/libraries/physics/src/ObjectMotionState.cpp +++ b/libraries/physics/src/ObjectMotionState.cpp @@ -23,7 +23,7 @@ const float ACTIVATION_POSITION_DELTA = 0.005f; const float ACTIVATION_ALIGNMENT_DOT = 0.99990f; const float ACTIVATION_LINEAR_VELOCITY_DELTA = 0.01f; const float ACTIVATION_GRAVITY_DELTA = 0.1f; -const float ACTIVATION_ANGULAR_VELOCITY_DELTA = 0.03f; +const float ACTIVATION_ANGULAR_VELOCITY_DELTA = 0.0004f; // origin of physics simulation in world-frame diff --git a/libraries/shared/src/PhysicsHelpers.h b/libraries/shared/src/PhysicsHelpers.h index 2e32865fd0..c3c47d1245 100644 --- a/libraries/shared/src/PhysicsHelpers.h +++ b/libraries/shared/src/PhysicsHelpers.h @@ -26,7 +26,7 @@ const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / (float)NUM_SUBSTEPS_PER_SECOND const float DYNAMIC_LINEAR_SPEED_THRESHOLD = 0.05f; // 5 cm/sec const float DYNAMIC_ANGULAR_SPEED_THRESHOLD = 0.087266f; // ~5 deg/sec const float KINEMATIC_LINEAR_SPEED_THRESHOLD = 0.001f; // 1 mm/sec -const float KINEMATIC_ANGULAR_SPEED_THRESHOLD = 0.008f; // ~0.5 deg/sec +const float KINEMATIC_ANGULAR_SPEED_THRESHOLD = 0.0004f; // ~0.025 deg/sec // return incremental rotation (Bullet-style) caused by angularVelocity over timeStep glm::quat computeBulletRotationStep(const glm::vec3& angularVelocity, float timeStep);