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Rig: prevent normalization of a zero vector
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73ac47724a
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1 changed files with 11 additions and 8 deletions
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@ -1083,6 +1083,7 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
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const float HAND_RADIUS = 0.05f;
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const float BODY_RADIUS = params.bodyCapsuleRadius;
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const float MIN_LENGTH = 1.0e-4f;
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// project the hips onto the xz plane.
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auto hipsTrans = _internalPoseSet._absolutePoses[_animSkeleton->nameToJointIndex("Hips")].trans;
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@ -1092,13 +1093,14 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
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// project the hand position onto the xz plane.
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glm::vec2 handCircleCenter(params.leftPosition.x, params.leftPosition.z);
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auto d = handCircleCenter - bodyCircleCenter;
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// check for 2d overlap of the hand and body circles.
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float penetrationDistance = HAND_RADIUS + BODY_RADIUS - glm::length(d);
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if (penetrationDistance > 0) {
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auto circleToCircle = handCircleCenter - bodyCircleCenter;
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const float circleToCircleLength = glm::length(circleToCircle);
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const float penetrationDistance = HAND_RADIUS + BODY_RADIUS - circleToCircleLength;
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if (penetrationDistance > 0.0f && circleToCircleLength > MIN_LENGTH) {
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// push the hands out of the body
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handCircleCenter += penetrationDistance * glm::normalize(d);
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handCircleCenter += penetrationDistance * glm::normalize(circleToCircle);
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}
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glm::vec3 handPosition(handCircleCenter.x, params.leftPosition.y, handCircleCenter.y);
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@ -1115,13 +1117,14 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
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// project the hand position onto the xz plane.
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glm::vec2 handCircleCenter(params.rightPosition.x, params.rightPosition.z);
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auto d = handCircleCenter - bodyCircleCenter;
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// check for 2d overlap of the hand and body circles.
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float penetrationDistance = HAND_RADIUS + BODY_RADIUS - glm::length(d);
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if (penetrationDistance > 0) {
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auto circleToCircle = handCircleCenter - bodyCircleCenter;
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const float circleToCircleLength = glm::length(circleToCircle);
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const float penetrationDistance = HAND_RADIUS + BODY_RADIUS - circleToCircleLength;
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if (penetrationDistance > 0.0f && circleToCircleLength > MIN_LENGTH) {
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// push the hands out of the body
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handCircleCenter += penetrationDistance * glm::normalize(d);
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handCircleCenter += penetrationDistance * glm::normalize(circleToCircle);
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}
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glm::vec3 handPosition(handCircleCenter.x, params.rightPosition.y, handCircleCenter.y);
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