cleanup and minor optimizations

This commit is contained in:
Andrew Meadows 2019-01-23 23:18:52 -08:00
parent d948168727
commit 160bef8f23

View file

@ -288,13 +288,12 @@ void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
glm::vec3 oneFrameVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
_measuredLinearVelocities[_measuredLinearVelocitiesIndex++] = oneFrameVelocity;
if (_measuredLinearVelocitiesIndex >= AvatarActionHold::velocitySmoothFrames) {
_measuredLinearVelocitiesIndex = 0;
}
_measuredLinearVelocitiesIndex %= AvatarActionHold::velocitySmoothFrames;
}
glm::vec3 measuredLinearVelocity;
for (int i = 0; i < AvatarActionHold::velocitySmoothFrames; i++) {
if (_kinematicSetVelocity) {
glm::vec3 measuredLinearVelocity = _measuredLinearVelocities[0];
for (int i = 1; i < AvatarActionHold::velocitySmoothFrames; i++) {
// there is a bit of lag between when someone releases the trigger and when the software reacts to
// the release. we calculate the velocity from previous frames but we don't include several
// of the most recent.
@ -320,7 +319,6 @@ void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
// - 3 // 3 because of the 3 we skipped, above
);
if (_kinematicSetVelocity) {
rigidBody->setLinearVelocity(glmToBullet(measuredLinearVelocity));
rigidBody->setAngularVelocity(glmToBullet(_angularVelocityTarget));
}