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cleaned up a few small code thingies; added a check for where avatar velocity updates avatar position;
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1 changed files with 9 additions and 4 deletions
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@ -30,7 +30,7 @@ const float BODY_SPIN_FRICTION = 5.0;
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const float BODY_UPRIGHT_FORCE = 10.0;
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const float BODY_PITCH_WHILE_WALKING = 30.0;
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const float BODY_ROLL_WHILE_TURNING = 0.1;
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const float LIN_VEL_DECAY = 5.0;
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const float VELOCITY_DECAY = 5.0;
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const float MY_HAND_HOLDING_PULL = 0.2;
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const float YOUR_HAND_HOLDING_PULL = 1.0;
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const float BODY_SPRING_DEFAULT_TIGHTNESS = 1500.0f;
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@ -408,8 +408,13 @@ void Avatar::simulate(float deltaTime) {
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_position += _velocity * deltaTime;
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// decay velocity
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_velocity *= (1.0 - LIN_VEL_DECAY * deltaTime);
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float decay = 1.0 - VELOCITY_DECAY * deltaTime;
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if ( decay < 0.0 ) {
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_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
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} else {
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_velocity *= decay;
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}
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// If someone is near, damp velocity as a function of closeness
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const float AVATAR_BRAKING_RANGE = 1.2f;
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const float AVATAR_BRAKING_STRENGTH = 25.f;
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@ -419,7 +424,7 @@ void Avatar::simulate(float deltaTime) {
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(AVATAR_BRAKING_RANGE - _distanceToNearestAvatar));
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}
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// update head information
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// update head state
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updateHead(deltaTime);
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// use speed and angular velocity to determine walking vs. standing
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