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Add function for calculating direction in MyAvatar.
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d3c1843d45
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2 changed files with 28 additions and 19 deletions
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@ -3278,21 +3278,7 @@ static float scaleSpeedByDirection(const glm::vec2 velocityDirection, const floa
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return scaledSpeed;
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}
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void MyAvatar::updateActionMotor(float deltaTime) {
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bool thrustIsPushing = (glm::length2(_thrust) > EPSILON);
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bool scriptedMotorIsPushing = (_motionBehaviors & AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED)
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&& _scriptedMotorTimescale < MAX_CHARACTER_MOTOR_TIMESCALE;
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_isBeingPushed = thrustIsPushing || scriptedMotorIsPushing;
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if (_isPushing || _isBeingPushed) {
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// we don't want the motor to brake if a script is pushing the avatar around
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// (we assume the avatar is driving itself via script)
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_isBraking = false;
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} else {
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float speed = glm::length(_actionMotorVelocity);
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const float MIN_ACTION_BRAKE_SPEED = 0.1f;
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_isBraking = _wasPushing || (_isBraking && speed > MIN_ACTION_BRAKE_SPEED);
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}
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glm::vec3 MyAvatar::calculateScaledDirection(){
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CharacterController::State state = _characterController.getState();
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// compute action input
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@ -3313,11 +3299,12 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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}
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glm::vec3 direction = forward + right;
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// RKNOTE: This may need to be changed later...
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if (state == CharacterController::State::Hover ||
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_characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
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_characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
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glm::vec3 up = (getDriveKey(TRANSLATE_Y)) * IDENTITY_UP;
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up /= glm::length(up);
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direction += up;
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}
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@ -3325,13 +3312,34 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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float directionLength = glm::length(direction);
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_isPushing = directionLength > EPSILON;
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// normalize direction
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if (_isPushing) {
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direction /= directionLength;
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direction;
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} else {
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direction = Vectors::ZERO;
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}
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return direction;
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}
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void MyAvatar::updateActionMotor(float deltaTime) {
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bool thrustIsPushing = (glm::length2(_thrust) > EPSILON);
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bool scriptedMotorIsPushing = (_motionBehaviors & AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED)
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&& _scriptedMotorTimescale < MAX_CHARACTER_MOTOR_TIMESCALE;
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_isBeingPushed = thrustIsPushing || scriptedMotorIsPushing;
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if (_isPushing || _isBeingPushed) {
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// we don't want the motor to brake if a script is pushing the avatar around
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// (we assume the avatar is driving itself via script)
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_isBraking = false;
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} else {
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float speed = glm::length(_actionMotorVelocity);
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const float MIN_ACTION_BRAKE_SPEED = 0.1f;
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_isBraking = _wasPushing || (_isBraking && speed > MIN_ACTION_BRAKE_SPEED);
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}
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CharacterController::State state = _characterController.getState();
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glm::vec3 direction = calculateScaledDirection();
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if (state == CharacterController::State::Hover) {
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// we're flying --> complex acceleration curve that builds on top of current motor speed and caps at some max speed
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@ -1772,6 +1772,7 @@ private:
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// private methods
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void updateOrientation(float deltaTime);
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glm::vec3 calculateScaledDirection();
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void updateActionMotor(float deltaTime);
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void updatePosition(float deltaTime);
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void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
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