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Merge pull request #14851 from AndrewMeadows/myAvatar-unmovable-until-floor
case 20048: don't allow MyAvatar to move until physics enabled
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commit
30a6f25b69
4 changed files with 42 additions and 36 deletions
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@ -75,7 +75,6 @@ const float PITCH_SPEED_DEFAULT = 75.0f; // degrees/sec
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const float MAX_BOOST_SPEED = 0.5f * DEFAULT_AVATAR_MAX_WALKING_SPEED; // action motor gets additive boost below this speed
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const float MIN_AVATAR_SPEED = 0.05f;
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const float MIN_AVATAR_SPEED_SQUARED = MIN_AVATAR_SPEED * MIN_AVATAR_SPEED; // speed is set to zero below this
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float MIN_SCRIPTED_MOTOR_TIMESCALE = 0.005f;
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float DEFAULT_SCRIPTED_MOTOR_TIMESCALE = 1.0e6f;
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@ -847,6 +846,7 @@ void MyAvatar::simulate(float deltaTime, bool inView) {
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updateOrientation(deltaTime);
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updatePosition(deltaTime);
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updateViewBoom();
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}
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// update sensorToWorldMatrix for camera and hand controllers
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@ -3323,21 +3323,22 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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direction = Vectors::ZERO;
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}
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float sensorToWorldScale = getSensorToWorldScale();
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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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float motorSpeed = glm::length(_actionMotorVelocity);
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float finalMaxMotorSpeed = getSensorToWorldScale() * DEFAULT_AVATAR_MAX_FLYING_SPEED * _walkSpeedScalar;
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float finalMaxMotorSpeed = sensorToWorldScale * DEFAULT_AVATAR_MAX_FLYING_SPEED * _walkSpeedScalar;
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float speedGrowthTimescale = 2.0f;
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float speedIncreaseFactor = 1.8f * _walkSpeedScalar;
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motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f) * speedIncreaseFactor;
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const float maxBoostSpeed = getSensorToWorldScale() * MAX_BOOST_SPEED;
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const float maxBoostSpeed = sensorToWorldScale * MAX_BOOST_SPEED;
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if (_isPushing) {
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if (motorSpeed < maxBoostSpeed) {
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// an active action motor should never be slower than this
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float boostCoefficient = (maxBoostSpeed - motorSpeed) / maxBoostSpeed;
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motorSpeed += getSensorToWorldScale() * MIN_AVATAR_SPEED * boostCoefficient;
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motorSpeed += sensorToWorldScale * MIN_AVATAR_SPEED * boostCoefficient;
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} else if (motorSpeed > finalMaxMotorSpeed) {
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motorSpeed = finalMaxMotorSpeed;
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}
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@ -3348,45 +3349,21 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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const glm::vec2 currentVel = { direction.x, direction.z };
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float scaledSpeed = scaleSpeedByDirection(currentVel, _walkSpeed.get(), _walkBackwardSpeed.get());
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// _walkSpeedScalar is a multiplier if we are in sprint mode, otherwise 1.0
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_actionMotorVelocity = getSensorToWorldScale() * (scaledSpeed * _walkSpeedScalar) * direction;
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}
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float previousBoomLength = _boomLength;
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float boomChange = getDriveKey(ZOOM);
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_boomLength += 2.0f * _boomLength * boomChange + boomChange * boomChange;
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_boomLength = glm::clamp<float>(_boomLength, ZOOM_MIN, ZOOM_MAX);
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// May need to change view if boom length has changed
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if (previousBoomLength != _boomLength) {
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qApp->changeViewAsNeeded(_boomLength);
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_actionMotorVelocity = sensorToWorldScale * (scaledSpeed * _walkSpeedScalar) * direction;
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}
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}
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void MyAvatar::updatePosition(float deltaTime) {
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if (_motionBehaviors & AVATAR_MOTION_ACTION_MOTOR_ENABLED) {
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updateActionMotor(deltaTime);
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}
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vec3 velocity = getWorldVelocity();
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float sensorToWorldScale = getSensorToWorldScale();
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float sensorToWorldScale2 = sensorToWorldScale * sensorToWorldScale;
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const float MOVING_SPEED_THRESHOLD_SQUARED = 0.0001f; // 0.01 m/s
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if (!_characterController.isEnabledAndReady()) {
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// _characterController is not in physics simulation but it can still compute its target velocity
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updateMotors();
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_characterController.computeNewVelocity(deltaTime, velocity);
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float speed2 = glm::length(velocity);
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if (speed2 > sensorToWorldScale2 * MIN_AVATAR_SPEED_SQUARED) {
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// update position ourselves
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applyPositionDelta(deltaTime * velocity);
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if (_characterController.isEnabledAndReady()) {
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if (_motionBehaviors & AVATAR_MOTION_ACTION_MOTOR_ENABLED) {
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updateActionMotor(deltaTime);
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}
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measureMotionDerivatives(deltaTime);
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_moving = speed2 > sensorToWorldScale2 * MOVING_SPEED_THRESHOLD_SQUARED;
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} else {
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float sensorToWorldScale = getSensorToWorldScale();
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float sensorToWorldScale2 = sensorToWorldScale * sensorToWorldScale;
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vec3 velocity = getWorldVelocity();
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float speed2 = glm::length2(velocity);
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const float MOVING_SPEED_THRESHOLD_SQUARED = 0.0001f; // 0.01 m/s
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_moving = speed2 > sensorToWorldScale2 * MOVING_SPEED_THRESHOLD_SQUARED;
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if (_moving) {
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// scan for walkability
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glm::vec3 position = getWorldPosition();
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@ -3398,6 +3375,18 @@ void MyAvatar::updatePosition(float deltaTime) {
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}
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}
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void MyAvatar::updateViewBoom() {
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float previousBoomLength = _boomLength;
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float boomChange = getDriveKey(ZOOM);
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_boomLength += 2.0f * _boomLength * boomChange + boomChange * boomChange;
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_boomLength = glm::clamp<float>(_boomLength, ZOOM_MIN, ZOOM_MAX);
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// May need to change view if boom length has changed
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if (previousBoomLength != _boomLength) {
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qApp->changeViewAsNeeded(_boomLength);
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}
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}
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void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
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// COLLISION SOUND API in Audio has been removed
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}
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@ -1732,6 +1732,7 @@ private:
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void updateOrientation(float deltaTime);
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void updateActionMotor(float deltaTime);
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void updatePosition(float deltaTime);
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void updateViewBoom();
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void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
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void initHeadBones();
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void initAnimGraph();
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@ -11,6 +11,16 @@
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#include "CrashHelpers.h"
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#ifdef NDEBUG
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// undefine NDEBUG so doAssert() works for all builds
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#undef NDEBUG
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#include <assert.h>
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#define NDEBUG
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#else
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#include <assert.h>
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#endif
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namespace crash {
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class B;
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@ -34,6 +44,11 @@ A::~A() {
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_b->virtualFunction();
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}
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// only use doAssert() for debug purposes
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void doAssert(bool value) {
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assert(value);
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}
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void pureVirtualCall() {
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qCDebug(shared) << "About to make a pure virtual call";
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B b;
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@ -18,6 +18,7 @@
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namespace crash {
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void doAssert(bool value); // works for Release
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void pureVirtualCall();
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void doubleFree();
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void nullDeref();
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