Reduce error tolerances for ballistic prediction that trigger updating the server

This commit is contained in:
Philip Rosedale 2015-06-18 13:21:37 -07:00
parent b008b810e1
commit 61a2196a30
2 changed files with 5 additions and 3 deletions

View file

@ -22,10 +22,12 @@ Script.setTimeout(function() {
type: "Model",
modelURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx",
compoundShapeURL: "https://hifi-public.s3.amazonaws.com/eric/models/stick.obj",
dimensions: {x: .11, y: .11, z: .59},
dimensions: {x: .11, y: .11, z: 1.0},
position: MyAvatar.getRightPalmPosition(), // initial position doesn't matter, as long as it's close
rotation: MyAvatar.orientation,
damping: .1,
collisionSoundURL: "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/67LCollision07.wav",
restitution: 0.01,
collisionsWillMove: true
});
actionID = Entities.addAction("hold", stickID, {relativePosition: {x: 0.0, y: 0.0, z: -0.9},

View file

@ -245,7 +245,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
float dx2 = glm::distance2(position, _serverPosition);
const float MAX_POSITION_ERROR_SQUARED = 0.001f; // 0.001 m^2 ~~> 0.03 m
const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // Sqrt() - corresponds to 2 millimeters
if (dx2 > MAX_POSITION_ERROR_SQUARED) {
#ifdef WANT_DEBUG
@ -270,7 +270,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
_serverRotation = glm::normalize(computeBulletRotationStep(_serverAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _serverRotation);
}
}
const float MIN_ROTATION_DOT = 0.99f; // 0.99 dot threshold coresponds to about 16 degrees of slop
const float MIN_ROTATION_DOT = 0.99999f; // This corresponds to about 0.5 degrees of rotation
glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
#ifdef WANT_DEBUG