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1 changed files with 5 additions and 5 deletions
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@ -280,7 +280,7 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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// then the two rotations are effectively adjacent
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const float MIN_DOT_PRODUCT_OF_ADJACENT_QUATERNIONS = 0.99999f; // corresponds to approx 0.5 degrees
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if (fabsf(qDot) < MIN_DOT_PRODUCT_OF_ADJACENT_QUATERNIONS) {
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if (qDot < 0.0f) {
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if (qDot < 0.0f) {
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// the quaternions are actually on opposite hyperhemispheres
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// so we move one to agree with the other and negate qDot
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desiredRot = -desiredRot;
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@ -290,16 +290,16 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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// the axis is the imaginary part, but scaled by sin(angle/2)
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btVector3 axis(deltaRot.getX(), deltaRot.getY(), deltaRot.getZ());
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axis /= sqrtf(1.0f - qDot*qDot);
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axis /= sqrtf(1.0f - qDot * qDot);
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// compute the angle we will resolve for this dt, but don't overshoot
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float angle = (2.0f * acosf(qDot));
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float angle = 2.0f * acosf(qDot);
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if ( dt < _followTimeRemaining) {
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angle *= dt / _followTimeRemaining;
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}
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// accumulate rotation
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deltaRot = btQuaternion(axis, angle);
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deltaRot = btQuaternion(axis, angle);
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_followAngularDisplacement = (deltaRot * _followAngularDisplacement).normalize();
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// in order to accumulate displacement of avatar position, we need to take _shapeLocalOffset into account.
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@ -307,7 +307,7 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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endRot = deltaRot * startRot;
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btVector3 swingDisplacement = rotateVector(endRot, -shapeLocalOffset) - rotateVector(startRot, -shapeLocalOffset);
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_followLinearDisplacement += swingDisplacement;
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_followLinearDisplacement += swingDisplacement;
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}
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_rigidBody->setWorldTransform(btTransform(endRot, endPos));
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}
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