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cleanup logic to be more readable
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1 changed files with 22 additions and 13 deletions
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@ -273,28 +273,37 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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if (_steppingUp) {
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// compute a stepUpSpeed that will reach the top of the step in the time it would take
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// to move over the _stepPoint at target speed
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float hDistance = sqrtf(_stepPoint.getX() * _stepPoint.getX() + _stepPoint.getZ() * _stepPoint.getZ());
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float targetSpeed = _targetVelocity.length();
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float timeToStep = hDistance / targetSpeed;
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float stepUpSpeed = _stepHeight / timeToStep + 0.5f * _gravity * timeToStep;
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const float MAX_STEP_UP_SPEED = 0.65f * targetSpeed;
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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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// 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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btScalar vDotUp = velocity.dot(_currentUp);
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if (stepUpSpeed > vDotUp) {
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// don't have enough upward velocity to cover the step
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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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// we step up with micro-teleports rather than applying velocity
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// use a speed that would ballistically reach _stepHeight under gravity
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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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float minStepUpSpeed = 0.0f;
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if (vDotUp < minStepUpSpeed) {
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velocity += (minStepUpSpeed - 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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_rigidBody->setLinearVelocity(velocity + _parentVelocity);
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