Merge pull request #703 from PhilipRosedale/master

No more very slight sliding/collision due to gravity
This commit is contained in:
ZappoMan 2013-07-17 15:32:26 -07:00
commit 380db8f960
2 changed files with 11 additions and 8 deletions

View file

@ -98,6 +98,7 @@ Avatar::Avatar(Node* owningNode) :
_elapsedTimeMoving(0.0f),
_elapsedTimeStopped(0.0f),
_elapsedTimeSinceCollision(0.0f),
_lastCollisionPosition(0, 0, 0),
_speedBrakes(false),
_isThrustOn(false),
_voxels(this)
@ -541,11 +542,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
// For gravity, always move the avatar by the amount driven by gravity, so that the collision
// routines will detect it and collide every frame when pulled by gravity to a surface
//
_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
_position += _scale * _gravity * (GRAVITY_EARTH * deltaTime) * deltaTime;
const float MIN_DISTANCE_AFTER_COLLISION_FOR_GRAVITY = 0.02f;
if (glm::length(_position - _lastCollisionPosition) > MIN_DISTANCE_AFTER_COLLISION_FOR_GRAVITY) {
_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
}
}
updateCollisionWithEnvironment(deltaTime);
updateCollisionWithVoxels(deltaTime);
updateAvatarCollisions(deltaTime);
@ -890,11 +891,9 @@ void Avatar::updateCollisionWithEnvironment(float deltaTime) {
if (velocityTowardCollision > VISIBLE_GROUND_COLLISION_VELOCITY) {
Application::getInstance()->setGroundPlaneImpact(1.0f);
}
_lastCollisionPosition = _position;
updateCollisionSound(penetration, deltaTime, ENVIRONMENT_COLLISION_FREQUENCY);
applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
}
}
@ -908,6 +907,7 @@ void Avatar::updateCollisionWithVoxels(float deltaTime) {
if (Application::getInstance()->getVoxels()->findCapsulePenetration(
_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
_lastCollisionPosition = _position;
updateCollisionSound(penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
applyHardCollision(penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
}

View file

@ -118,7 +118,8 @@ public:
const glm::vec3& amplifyAngle,
float yawFromTouch,
float pitchFromTouch);
void addBodyYaw(float y) {_bodyYaw += y;};
void addBodyYaw(float bodyYaw) {_bodyYaw += bodyYaw;};
void addBodyYawDelta(float bodyYawDelta) {_bodyYawDelta += bodyYawDelta;}
void render(bool lookingInMirror, bool renderAvatarBalls);
//setters
@ -155,6 +156,7 @@ public:
float getElapsedTimeStopped () const { return _elapsedTimeStopped;}
float getElapsedTimeMoving () const { return _elapsedTimeMoving;}
float getElapsedTimeSinceCollision() const { return _elapsedTimeSinceCollision;}
const glm::vec3& getLastCollisionPosition () const { return _lastCollisionPosition;}
float getAbsoluteHeadYaw () const;
float getAbsoluteHeadPitch () const;
Head& getHead () {return _head; }
@ -245,6 +247,7 @@ private:
float _elapsedTimeMoving; // Timers to drive camera transitions when moving
float _elapsedTimeStopped;
float _elapsedTimeSinceCollision;
glm::vec3 _lastCollisionPosition;
bool _speedBrakes;
bool _isThrustOn;