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Merge pull request #13558 from danteruiz/fix-falling-through-floor
Fix falling through floor
This commit is contained in:
commit
1bd698a5dc
2 changed files with 7 additions and 10 deletions
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@ -715,7 +715,7 @@ void MyAvatar::simulate(float deltaTime) {
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}
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});
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bool isPhysicsEnabled = qApp->isPhysicsEnabled();
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_characterController.setFlyingAllowed(zoneAllowsFlying && (_enableFlying || !isPhysicsEnabled));
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_characterController.setFlyingAllowed((zoneAllowsFlying && _enableFlying) || !isPhysicsEnabled);
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_characterController.setCollisionlessAllowed(collisionlessAllowed);
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}
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@ -379,9 +379,6 @@ void CharacterController::setState(State desiredState, const char* reason) {
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#else
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void CharacterController::setState(State desiredState) {
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#endif
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if (!_flyingAllowed && desiredState == State::Hover) {
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desiredState = State::InAir;
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}
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if (desiredState != _state) {
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#ifdef DEBUG_STATE_CHANGE
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@ -747,7 +744,7 @@ void CharacterController::updateState() {
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const float JUMP_SPEED = _scaleFactor * DEFAULT_AVATAR_JUMP_SPEED;
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if ((velocity.dot(_currentUp) <= (JUMP_SPEED / 2.0f)) && ((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport)) {
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SET_STATE(State::Ground, "hit ground");
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} else {
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} else if (_flyingAllowed) {
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btVector3 desiredVelocity = _targetVelocity;
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if (desiredVelocity.length2() < MIN_TARGET_SPEED_SQUARED) {
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desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
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@ -761,14 +758,17 @@ void CharacterController::updateState() {
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// Transition to hover if we are above the fall threshold
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SET_STATE(State::Hover, "above fall threshold");
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}
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} else if (!rayHasHit && !_hasSupport) {
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SET_STATE(State::Hover, "no ground detected");
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}
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break;
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}
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case State::Hover:
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btScalar horizontalSpeed = (velocity - velocity.dot(_currentUp) * _currentUp).length();
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bool flyingFast = horizontalSpeed > (MAX_WALKING_SPEED * 0.75f);
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if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
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if (!_flyingAllowed && rayHasHit) {
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SET_STATE(State::InAir, "flying not allowed");
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} else if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
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SET_STATE(State::InAir, "near ground");
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} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
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SET_STATE(State::Ground, "touching ground");
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@ -827,9 +827,6 @@ bool CharacterController::getRigidBodyLocation(glm::vec3& avatarRigidBodyPositio
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void CharacterController::setFlyingAllowed(bool value) {
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if (value != _flyingAllowed) {
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_flyingAllowed = value;
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if (!_flyingAllowed && _state == State::Hover) {
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SET_STATE(State::InAir, "flying not allowed");
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}
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}
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}
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