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add check to avoid divide by zero
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1 changed files with 27 additions and 25 deletions
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@ -275,35 +275,37 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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// to move over the _stepPoint at target speed
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float horizontalDistance = (_stepPoint - _stepPoint.dot(_currentUp) * _currentUp).length();
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float horizontalTargetSpeed = (_targetVelocity - _targetVelocity.dot(_currentUp) * _currentUp).length();
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float timeToStep = horizontalDistance / horizontalTargetSpeed;
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float stepUpSpeed = _stepHeight / timeToStep;
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if (horizontalTargetSpeed > FLT_EPSILON) {
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float timeToStep = horizontalDistance / horizontalTargetSpeed;
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float stepUpSpeed = _stepHeight / timeToStep;
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// magically clamp stepUpSpeed to a fraction of horizontalTargetSpeed
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// to prevent the avatar from moving unreasonably fast according to human eye
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const float MAX_STEP_UP_SPEED = 0.65f * horizontalTargetSpeed;
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if (stepUpSpeed > MAX_STEP_UP_SPEED) {
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stepUpSpeed = MAX_STEP_UP_SPEED;
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}
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// magically clamp stepUpSpeed to a fraction of horizontalTargetSpeed
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// to prevent the avatar from moving unreasonably fast according to human eye
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const float MAX_STEP_UP_SPEED = 0.65f * horizontalTargetSpeed;
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if (stepUpSpeed > MAX_STEP_UP_SPEED) {
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stepUpSpeed = MAX_STEP_UP_SPEED;
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}
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// add minimum velocity to counteract gravity's displacement during one step
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// Note: the 0.5 factor comes from the fact that we really want the
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// average velocity contribution from gravity during the step
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stepUpSpeed -= 0.5f * _gravity * timeToStep; // remember: _gravity is negative scalar
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// add minimum velocity to counteract gravity's displacement during one step
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// Note: the 0.5 factor comes from the fact that we really want the
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// average velocity contribution from gravity during the step
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stepUpSpeed -= 0.5f * _gravity * timeToStep; // remember: _gravity is negative scalar
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btScalar vDotUp = velocity.dot(_currentUp);
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if (vDotUp < stepUpSpeed) {
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// character doesn't have enough upward velocity to cover the step so we help using a "sky hook"
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// which uses micro-teleports rather than applying real velocity
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// to prevent the avatar from popping up after the step is done
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btTransform transform = _rigidBody->getWorldTransform();
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transform.setOrigin(transform.getOrigin() + (dt * stepUpSpeed) * _currentUp);
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_rigidBody->setWorldTransform(transform);
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}
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btScalar vDotUp = velocity.dot(_currentUp);
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if (vDotUp < stepUpSpeed) {
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// character doesn't have enough upward velocity to cover the step so we help using a "sky hook"
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// which uses micro-teleports rather than applying real velocity
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// to prevent the avatar from popping up after the step is done
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btTransform transform = _rigidBody->getWorldTransform();
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transform.setOrigin(transform.getOrigin() + (dt * stepUpSpeed) * _currentUp);
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_rigidBody->setWorldTransform(transform);
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}
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// don't allow the avatar to fall downward when stepping up
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// since otherwise this would tend to defeat the step-up behavior
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if (vDotUp < 0.0f) {
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velocity -= vDotUp * _currentUp;
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// don't allow the avatar to fall downward when stepping up
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// since otherwise this would tend to defeat the step-up behavior
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if (vDotUp < 0.0f) {
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velocity -= vDotUp * _currentUp;
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}
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}
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}
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_rigidBody->setLinearVelocity(velocity + _parentVelocity);
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