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cleanup and minor optimizations
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d948168727
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160bef8f23
1 changed files with 27 additions and 29 deletions
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@ -288,13 +288,12 @@ void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
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glm::vec3 oneFrameVelocity = (_positionalTarget - _previousPositionalTarget) / deltaTimeStep;
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_measuredLinearVelocities[_measuredLinearVelocitiesIndex++] = oneFrameVelocity;
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if (_measuredLinearVelocitiesIndex >= AvatarActionHold::velocitySmoothFrames) {
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_measuredLinearVelocitiesIndex = 0;
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}
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_measuredLinearVelocitiesIndex %= AvatarActionHold::velocitySmoothFrames;
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}
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glm::vec3 measuredLinearVelocity;
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for (int i = 0; i < AvatarActionHold::velocitySmoothFrames; i++) {
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if (_kinematicSetVelocity) {
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glm::vec3 measuredLinearVelocity = _measuredLinearVelocities[0];
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for (int i = 1; i < AvatarActionHold::velocitySmoothFrames; i++) {
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// there is a bit of lag between when someone releases the trigger and when the software reacts to
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// the release. we calculate the velocity from previous frames but we don't include several
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// of the most recent.
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@ -320,7 +319,6 @@ void AvatarActionHold::doKinematicUpdate(float deltaTimeStep) {
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// - 3 // 3 because of the 3 we skipped, above
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);
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if (_kinematicSetVelocity) {
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rigidBody->setLinearVelocity(glmToBullet(measuredLinearVelocity));
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rigidBody->setAngularVelocity(glmToBullet(_angularVelocityTarget));
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}
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