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cleanup and comments
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parent
5e59e9595b
commit
355ebe923d
1 changed files with 2 additions and 61 deletions
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@ -235,16 +235,6 @@ void MyCharacterController::setLocalBoundingBox(const glm::vec3& corner, const g
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_shapeLocalOffset = corner + 0.5f * _boxScale;
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}
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/* moved to base class
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bool MyCharacterController::needsRemoval() const {
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return (bool)(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION);
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}
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bool MyCharacterController::needsAddition() const {
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return (bool)(_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION);
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}
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*/
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void MyCharacterController::setEnabled(bool enabled) {
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if (enabled != _enabled) {
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if (enabled) {
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@ -263,36 +253,6 @@ void MyCharacterController::setEnabled(bool enabled) {
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}
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}
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/* moved to base class
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void MyCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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if (_dynamicsWorld != world) {
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if (_dynamicsWorld) {
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if (_rigidBody) {
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_dynamicsWorld->removeRigidBody(_rigidBody);
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_dynamicsWorld->removeAction(this);
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}
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_dynamicsWorld = nullptr;
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}
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if (world && _rigidBody) {
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_dynamicsWorld = world;
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_pendingFlags &= ~ PENDING_FLAG_JUMP;
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_dynamicsWorld->addRigidBody(_rigidBody, COLLISION_GROUP_MY_AVATAR, COLLISION_MASK_MY_AVATAR);
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_dynamicsWorld->addAction(this);
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//reset(_dynamicsWorld);
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}
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}
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if (_dynamicsWorld) {
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if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
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// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
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_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION;
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} else {
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_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
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}
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} else {
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_pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
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}
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}*/
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void MyCharacterController::updateShapeIfNecessary() {
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if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
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// make sure there is NO pending removal from simulation at this point
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@ -391,14 +351,7 @@ glm::vec3 MyCharacterController::getLinearVelocity() const {
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void MyCharacterController::preSimulation() {
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if (_enabled && _dynamicsWorld) {
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/*
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glm::quat rotation = _avatarData->getOrientation();
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// TODO: update gravity if up has changed
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updateUpAxis(rotation);
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glm::vec3 position = _avatarData->getPosition() + rotation * _shapeLocalOffset;
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_rigidBody->setWorldTransform(btTransform(glmToBullet(rotation), glmToBullet(position)));
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*/
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// slam body to where it is supposed to be
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_rigidBody->setWorldTransform(_avatarBodyTransform);
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// scan for distant floor
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@ -441,17 +394,5 @@ void MyCharacterController::preSimulation() {
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}
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void MyCharacterController::postSimulation() {
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/*
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_lastStepDuration += timeStep;
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if (_enabled && _rigidBody) {
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const btTransform& avatarTransform = _rigidBody->getWorldTransform();
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glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
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glm::vec3 position = bulletToGLM(avatarTransform.getOrigin());
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_avatarData->nextAttitude(position - rotation * _shapeLocalOffset, rotation);
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_avatarData->setVelocity(bulletToGLM(_rigidBody->getLinearVelocity()));
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_avatarData->applySimulationTime(_lastStepDuration);
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}
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_lastStepDuration = 0.0f;
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*/
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// postSimulation() exists for symmetry and just in case we need to do something here later
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}
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