mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 18:23:54 +02:00
fixing floats to be *.0f instead of *.f
This commit is contained in:
parent
2eef95f67e
commit
3a93096093
1 changed files with 76 additions and 76 deletions
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@ -63,7 +63,7 @@ MyAvatar::MyAvatar() :
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_lookAtTargetAvatar(),
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_shouldRender(true),
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_billboardValid(false),
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_oculusYawOffset(0.f)
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_oculusYawOffset(0.0f)
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{
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
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_driveKeys[i] = 0.0f;
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@ -86,11 +86,11 @@ void MyAvatar::reset() {
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_skeletonModel.reset();
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getHead()->reset();
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getHand()->reset();
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_oculusYawOffset = 0.f;
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_oculusYawOffset = 0.0f;
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setVelocity(glm::vec3(0.f));
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setThrust(glm::vec3(0.f));
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setOrientation(glm::quat(glm::vec3(0.f)));
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setVelocity(glm::vec3(0.0f));
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setThrust(glm::vec3(0.0f));
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setOrientation(glm::quat(glm::vec3(0.0f)));
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}
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void MyAvatar::setMoveTarget(const glm::vec3 moveTarget) {
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@ -113,8 +113,8 @@ void MyAvatar::update(float deltaTime) {
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// TODO? resurrect headMouse stuff?
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//glm::vec3 headVelocity = faceshift->getHeadAngularVelocity();
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//// sets how quickly head angular rotation moves the head mouse
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//const float HEADMOUSE_FACESHIFT_YAW_SCALE = 40.f;
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//const float HEADMOUSE_FACESHIFT_PITCH_SCALE = 30.f;
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//const float HEADMOUSE_FACESHIFT_YAW_SCALE = 40.0f;
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//const float HEADMOUSE_FACESHIFT_PITCH_SCALE = 30.0f;
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//_headMouseX -= headVelocity.y * HEADMOUSE_FACESHIFT_YAW_SCALE;
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//_headMouseY -= headVelocity.x * HEADMOUSE_FACESHIFT_PITCH_SCALE;
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//
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@ -145,15 +145,15 @@ void MyAvatar::simulate(float deltaTime) {
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_elapsedTimeSinceCollision += deltaTime;
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const float VELOCITY_MOVEMENT_TIMER_THRESHOLD = 0.2f;
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if (glm::length(_velocity) < VELOCITY_MOVEMENT_TIMER_THRESHOLD) {
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_elapsedTimeMoving = 0.f;
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_elapsedTimeMoving = 0.0f;
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_elapsedTimeStopped += deltaTime;
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} else {
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_elapsedTimeStopped = 0.f;
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_elapsedTimeStopped = 0.0f;
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_elapsedTimeMoving += deltaTime;
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}
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if (_scale != _targetScale) {
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float scale = (1.f - SMOOTHING_RATIO) * _scale + SMOOTHING_RATIO * _targetScale;
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float scale = (1.0f - SMOOTHING_RATIO) * _scale + SMOOTHING_RATIO * _targetScale;
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setScale(scale);
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Application::getInstance()->getCamera()->setScale(scale);
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}
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@ -181,19 +181,19 @@ void MyAvatar::simulate(float deltaTime) {
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// decay body rotation momentum
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const float BODY_SPIN_FRICTION = 7.5f;
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float bodySpinMomentum = 1.f - BODY_SPIN_FRICTION * deltaTime;
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float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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float MINIMUM_ROTATION_RATE = 2.0f;
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if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.f; }
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if (fabs(_bodyRollDelta) < MINIMUM_ROTATION_RATE) { _bodyRollDelta = 0.f; }
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if (fabs(_bodyPitchDelta) < MINIMUM_ROTATION_RATE) { _bodyPitchDelta = 0.f; }
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if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
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if (fabs(_bodyRollDelta) < MINIMUM_ROTATION_RATE) { _bodyRollDelta = 0.0f; }
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if (fabs(_bodyPitchDelta) < MINIMUM_ROTATION_RATE) { _bodyPitchDelta = 0.0f; }
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const float MAX_STATIC_FRICTION_SPEED = 0.5f;
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const float STATIC_FRICTION_STRENGTH = _scale * 20.f;
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const float STATIC_FRICTION_STRENGTH = _scale * 20.0f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_SPEED, STATIC_FRICTION_STRENGTH);
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// Damp avatar velocity
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@ -201,11 +201,11 @@ void MyAvatar::simulate(float deltaTime) {
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const float SPEED_BRAKE_POWER = _scale * 10.0f;
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const float SQUARED_DAMPING_STRENGTH = 0.007f;
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const float SLOW_NEAR_RADIUS = 5.f;
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const float SLOW_NEAR_RADIUS = 5.0f;
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float linearDamping = LINEAR_DAMPING_STRENGTH;
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const float NEAR_AVATAR_DAMPING_FACTOR = 50.f;
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const float NEAR_AVATAR_DAMPING_FACTOR = 50.0f;
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if (_distanceToNearestAvatar < _scale * SLOW_NEAR_RADIUS) {
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linearDamping *= 1.f + NEAR_AVATAR_DAMPING_FACTOR *
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linearDamping *= 1.0f + NEAR_AVATAR_DAMPING_FACTOR *
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((SLOW_NEAR_RADIUS - _distanceToNearestAvatar) / SLOW_NEAR_RADIUS);
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}
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if (_speedBrakes) {
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@ -224,34 +224,34 @@ void MyAvatar::simulate(float deltaTime) {
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// yaw from the body and yaw the body if necessary.
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yaw *= DEGREES_PER_RADIAN;
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float bodyToHeadYaw = yaw - _oculusYawOffset;
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const float MAX_NECK_YAW = 85.f; // degrees
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if ((fabs(bodyToHeadYaw) > 2.f * MAX_NECK_YAW) && (yaw * _oculusYawOffset < 0.f)) {
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const float MAX_NECK_YAW = 85.0f; // degrees
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if ((fabs(bodyToHeadYaw) > 2.0f * MAX_NECK_YAW) && (yaw * _oculusYawOffset < 0.0f)) {
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// We've wrapped around the range for yaw so adjust
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// the measured yaw to be relative to _oculusYawOffset.
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if (yaw > 0.f) {
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yaw -= 360.f;
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if (yaw > 0.0f) {
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yaw -= 360.0f;
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} else {
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yaw += 360.f;
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yaw += 360.0f;
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}
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bodyToHeadYaw = yaw - _oculusYawOffset;
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}
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float delta = fabs(bodyToHeadYaw) - MAX_NECK_YAW;
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if (delta > 0.f) {
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if (delta > 0.0f) {
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yaw = MAX_NECK_YAW;
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if (bodyToHeadYaw < 0.f) {
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delta *= -1.f;
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if (bodyToHeadYaw < 0.0f) {
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delta *= -1.0f;
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bodyToHeadYaw = -MAX_NECK_YAW;
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} else {
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bodyToHeadYaw = MAX_NECK_YAW;
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}
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// constrain _oculusYawOffset to be within range [-180,180]
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_oculusYawOffset = fmod((_oculusYawOffset + delta) + 180.f, 360.f) - 180.f;
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_oculusYawOffset = fmod((_oculusYawOffset + delta) + 180.0f, 360.0f) - 180.0f;
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// We must adjust the body orientation using a delta rotation (rather than
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// doing yaw math) because the body's yaw ranges are not the same
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// as what the Oculus API provides.
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glm::vec3 UP_AXIS = glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 UP_AXIS = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::quat bodyCorrection = glm::angleAxis(glm::radians(delta), UP_AXIS);
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orientation = orientation * bodyCorrection;
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}
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@ -280,7 +280,7 @@ void MyAvatar::simulate(float deltaTime) {
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// If a move target is set, update position explicitly
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const float MOVE_FINISHED_TOLERANCE = 0.1f;
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const float MOVE_SPEED_FACTOR = 2.f;
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const float MOVE_SPEED_FACTOR = 2.0f;
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const int MOVE_TARGET_MAX_STEPS = 250;
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if ((glm::length(_moveTarget) > EPSILON) && (_moveTargetStepCounter < MOVE_TARGET_MAX_STEPS)) {
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if (glm::length(_position - _moveTarget) > MOVE_FINISHED_TOLERANCE) {
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@ -320,7 +320,7 @@ void MyAvatar::simulate(float deltaTime) {
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head->simulate(deltaTime, true);
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// Zero thrust out now that we've added it to velocity in this frame
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_thrust = glm::vec3(0.f);
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_thrust = glm::vec3(0.0f);
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// now that we're done stepping the avatar forward in time, compute new collisions
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if (_collisionFlags != 0) {
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@ -328,7 +328,7 @@ void MyAvatar::simulate(float deltaTime) {
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float radius = getSkeletonHeight() * COLLISION_RADIUS_SCALE;
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if (myCamera->getMode() == CAMERA_MODE_FIRST_PERSON && !OculusManager::isConnected()) {
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radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.f));
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radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.0f));
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radius *= COLLISION_RADIUS_SCALAR;
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}
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@ -370,11 +370,11 @@ void MyAvatar::updateFromGyros(float deltaTime) {
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// Rotate the body if the head is turned beyond the screen
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if (Menu::getInstance()->isOptionChecked(MenuOption::TurnWithHead)) {
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const float TRACKER_YAW_TURN_SENSITIVITY = 0.5f;
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const float TRACKER_MIN_YAW_TURN = 15.f;
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const float TRACKER_MAX_YAW_TURN = 50.f;
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const float TRACKER_MIN_YAW_TURN = 15.0f;
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const float TRACKER_MAX_YAW_TURN = 50.0f;
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if ( (fabs(estimatedRotation.y) > TRACKER_MIN_YAW_TURN) &&
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(fabs(estimatedRotation.y) < TRACKER_MAX_YAW_TURN) ) {
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if (estimatedRotation.y > 0.f) {
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if (estimatedRotation.y > 0.0f) {
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_bodyYawDelta += (estimatedRotation.y - TRACKER_MIN_YAW_TURN) * TRACKER_YAW_TURN_SENSITIVITY;
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} else {
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_bodyYawDelta += (estimatedRotation.y + TRACKER_MIN_YAW_TURN) * TRACKER_YAW_TURN_SENSITIVITY;
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@ -412,20 +412,20 @@ void MyAvatar::moveWithLean() {
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float leanSideways = head->getLeanSideways();
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// Degrees of 'dead zone' when leaning, and amount of acceleration to apply to lean angle
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const float LEAN_FWD_DEAD_ZONE = 15.f;
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const float LEAN_SIDEWAYS_DEAD_ZONE = 10.f;
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const float LEAN_FWD_THRUST_SCALE = 4.f;
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const float LEAN_SIDEWAYS_THRUST_SCALE = 3.f;
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const float LEAN_FWD_DEAD_ZONE = 15.0f;
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const float LEAN_SIDEWAYS_DEAD_ZONE = 10.0f;
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const float LEAN_FWD_THRUST_SCALE = 4.0f;
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const float LEAN_SIDEWAYS_THRUST_SCALE = 3.0f;
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if (fabs(leanForward) > LEAN_FWD_DEAD_ZONE) {
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if (leanForward > 0.f) {
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if (leanForward > 0.0f) {
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addThrust(front * -(leanForward - LEAN_FWD_DEAD_ZONE) * LEAN_FWD_THRUST_SCALE);
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} else {
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addThrust(front * -(leanForward + LEAN_FWD_DEAD_ZONE) * LEAN_FWD_THRUST_SCALE);
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}
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}
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if (fabs(leanSideways) > LEAN_SIDEWAYS_DEAD_ZONE) {
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if (leanSideways > 0.f) {
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if (leanSideways > 0.0f) {
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addThrust(right * -(leanSideways - LEAN_SIDEWAYS_DEAD_ZONE) * LEAN_SIDEWAYS_THRUST_SCALE);
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} else {
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addThrust(right * -(leanSideways + LEAN_SIDEWAYS_DEAD_ZONE) * LEAN_SIDEWAYS_THRUST_SCALE);
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@ -472,7 +472,7 @@ void MyAvatar::renderHeadMouse() const {
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// TODO? resurrect headMouse stuff?
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/*
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// Display small target box at center or head mouse target that can also be used to measure LOD
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glColor3f(1.f, 1.f, 1.f);
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glColor3f(1.0f, 1.0f, 1.0f);
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glDisable(GL_LINE_SMOOTH);
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const int PIXEL_BOX = 16;
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glBegin(GL_LINES);
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@ -482,7 +482,7 @@ void MyAvatar::renderHeadMouse() const {
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glVertex2f(_headMouseX, _headMouseY + PIXEL_BOX/2);
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glEnd();
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glEnable(GL_LINE_SMOOTH);
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glColor3f(1.f, 0.f, 0.f);
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glColor3f(1.0f, 0.0f, 0.0f);
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glPointSize(3.0f);
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glDisable(GL_POINT_SMOOTH);
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glBegin(GL_POINTS);
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@ -494,7 +494,7 @@ void MyAvatar::renderHeadMouse() const {
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int eyeTargetX = (_glWidget->width() / 2) - _faceshift.getEstimatedEyeYaw() * EYE_TARGET_PIXELS_PER_DEGREE;
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int eyeTargetY = (_glWidget->height() / 2) - _faceshift.getEstimatedEyePitch() * EYE_TARGET_PIXELS_PER_DEGREE;
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glColor3f(0.f, 1.f, 1.f);
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glColor3f(0.0f, 1.0f, 1.0f);
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glDisable(GL_LINE_SMOOTH);
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glBegin(GL_LINES);
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glVertex2f(eyeTargetX - PIXEL_BOX/2, eyeTargetY);
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@ -673,11 +673,11 @@ void MyAvatar::updateThrust(float deltaTime) {
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glm::vec3 up = orientation * IDENTITY_UP;
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const float THRUST_MAG_UP = 800.0f;
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const float THRUST_MAG_DOWN = 300.f;
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const float THRUST_MAG_FWD = 500.f;
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const float THRUST_MAG_BACK = 300.f;
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const float THRUST_MAG_LATERAL = 250.f;
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const float THRUST_JUMP = 120.f;
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const float THRUST_MAG_DOWN = 300.0f;
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const float THRUST_MAG_FWD = 500.0f;
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const float THRUST_MAG_BACK = 300.0f;
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const float THRUST_MAG_LATERAL = 250.0f;
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const float THRUST_JUMP = 120.0f;
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// Add Thrusts from keyboard
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_thrust += _driveKeys[FWD] * _scale * THRUST_MAG_FWD * _thrustMultiplier * deltaTime * front;
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@ -688,25 +688,25 @@ void MyAvatar::updateThrust(float deltaTime) {
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_thrust -= _driveKeys[DOWN] * _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;
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// attenuate thrust when in penetration
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if (glm::dot(_thrust, _lastBodyPenetration) > 0.f) {
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if (glm::dot(_thrust, _lastBodyPenetration) > 0.0f) {
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const float MAX_BODY_PENETRATION_DEPTH = 0.6f * _skeletonModel.getBoundingShapeRadius();
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float penetrationFactor = glm::min(1.f, glm::length(_lastBodyPenetration) / MAX_BODY_PENETRATION_DEPTH);
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float penetrationFactor = glm::min(1.0f, glm::length(_lastBodyPenetration) / MAX_BODY_PENETRATION_DEPTH);
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glm::vec3 penetrationDirection = glm::normalize(_lastBodyPenetration);
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// attenuate parallel component
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glm::vec3 parallelThrust = glm::dot(_thrust, penetrationDirection) * penetrationDirection;
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// attenuate perpendicular component (friction)
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glm::vec3 perpendicularThrust = _thrust - parallelThrust;
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// recombine to get the final thrust
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_thrust = (1.f - penetrationFactor) * parallelThrust + (1.f - penetrationFactor * penetrationFactor) * perpendicularThrust;
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_thrust = (1.0f - penetrationFactor) * parallelThrust + (1.0f - penetrationFactor * penetrationFactor) * perpendicularThrust;
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// attenuate the growth of _thrustMultiplier when in penetration
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// otherwise the avatar will eventually be able to tunnel through the obstacle
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_thrustMultiplier *= (1.f - penetrationFactor * penetrationFactor);
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} else if (_thrustMultiplier < 1.f) {
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_thrustMultiplier *= (1.0f - penetrationFactor * penetrationFactor);
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} else if (_thrustMultiplier < 1.0f) {
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// rapid healing of attenuated thrustMultiplier after penetration event
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_thrustMultiplier = 1.f;
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_thrustMultiplier = 1.0f;
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}
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_lastBodyPenetration = glm::vec3(0.f);
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_lastBodyPenetration = glm::vec3(0.0f);
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
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@ -716,12 +716,12 @@ void MyAvatar::updateThrust(float deltaTime) {
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if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
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const float THRUST_INCREASE_RATE = 1.05f;
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const float MAX_THRUST_MULTIPLIER = 75.0f;
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_thrustMultiplier *= 1.f + deltaTime * THRUST_INCREASE_RATE;
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_thrustMultiplier *= 1.0f + deltaTime * THRUST_INCREASE_RATE;
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if (_thrustMultiplier > MAX_THRUST_MULTIPLIER) {
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_thrustMultiplier = MAX_THRUST_MULTIPLIER;
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}
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} else {
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_thrustMultiplier = 1.f;
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_thrustMultiplier = 1.0f;
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}
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// Add one time jumping force if requested
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@ -826,11 +826,11 @@ void MyAvatar::applyHardCollision(const glm::vec3& penetration, float elasticity
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if (penetrationLength > EPSILON) {
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_elapsedTimeSinceCollision = 0.0f;
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glm::vec3 direction = penetration / penetrationLength;
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_velocity -= glm::dot(_velocity, direction) * direction * (1.f + elasticity);
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_velocity *= glm::clamp(1.f - damping, 0.0f, 1.0f);
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if ((glm::length(_velocity) < HALTING_VELOCITY) && (glm::length(_thrust) == 0.f)) {
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_velocity -= glm::dot(_velocity, direction) * direction * (1.0f + elasticity);
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_velocity *= glm::clamp(1.0f - damping, 0.0f, 1.0f);
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if ((glm::length(_velocity) < HALTING_VELOCITY) && (glm::length(_thrust) == 0.0f)) {
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// If moving really slowly after a collision, and not applying forces, stop altogether
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_velocity *= 0.f;
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_velocity *= 0.0f;
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}
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}
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}
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@ -838,7 +838,7 @@ void MyAvatar::applyHardCollision(const glm::vec3& penetration, float elasticity
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void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
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// consider whether to have the collision make a sound
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const float AUDIBLE_COLLISION_THRESHOLD = 0.02f;
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const float COLLISION_LOUDNESS = 1.f;
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const float COLLISION_LOUDNESS = 1.0f;
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const float DURATION_SCALING = 0.004f;
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const float NOISE_SCALING = 0.1f;
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glm::vec3 velocity = _velocity;
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|
@ -858,10 +858,10 @@ void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTim
|
|||
// Noise is a function of the angle of collision
|
||||
// Duration of the sound is a function of both base frequency and velocity of impact
|
||||
Application::getInstance()->getAudio()->startCollisionSound(
|
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std::min(COLLISION_LOUDNESS * velocityTowardCollision, 1.f),
|
||||
frequency * (1.f + velocityTangentToCollision / velocityTowardCollision),
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std::min(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.f),
|
||||
1.f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, true);
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||||
std::min(COLLISION_LOUDNESS * velocityTowardCollision, 1.0f),
|
||||
frequency * (1.0f + velocityTangentToCollision / velocityTowardCollision),
|
||||
std::min(velocityTangentToCollision / velocityTowardCollision * NOISE_SCALING, 1.0f),
|
||||
1.0f - DURATION_SCALING * powf(frequency, 0.5f) / velocityTowardCollision, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -874,8 +874,8 @@ bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float
|
|||
float halfHeights = 0.5 * (heightA + heightB);
|
||||
if (yDistance < halfHeights) {
|
||||
// cylinders collide
|
||||
if (xzDistance > 0.f) {
|
||||
positionBA.y = 0.f;
|
||||
if (xzDistance > 0.0f) {
|
||||
positionBA.y = 0.0f;
|
||||
// note, penetration should point from A into B
|
||||
penetration = positionBA * ((radiusA + radiusB - xzDistance) / xzDistance);
|
||||
return true;
|
||||
|
@ -885,7 +885,7 @@ bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float
|
|||
}
|
||||
} else if (yDistance < halfHeights + radiusA + radiusB) {
|
||||
// caps collide
|
||||
if (positionBA.y < 0.f) {
|
||||
if (positionBA.y < 0.0f) {
|
||||
// A is above B
|
||||
positionBA.y += halfHeights;
|
||||
float BA = glm::length(positionBA);
|
||||
|
@ -944,7 +944,7 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
|
|||
ShapeCollider::shapeShape(myShape, theirShape, bodyCollisions);
|
||||
}
|
||||
}
|
||||
glm::vec3 totalPenetration(0.f);
|
||||
glm::vec3 totalPenetration(0.0f);
|
||||
for (int j = 0; j < bodyCollisions.size(); ++j) {
|
||||
CollisionInfo* collision = bodyCollisions.getCollision(j);
|
||||
totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
|
||||
|
@ -1108,15 +1108,15 @@ void MyAvatar::goHome() {
|
|||
}
|
||||
|
||||
void MyAvatar::increaseSize() {
|
||||
if ((1.f + SCALING_RATIO) * _targetScale < MAX_AVATAR_SCALE) {
|
||||
_targetScale *= (1.f + SCALING_RATIO);
|
||||
if ((1.0f + SCALING_RATIO) * _targetScale < MAX_AVATAR_SCALE) {
|
||||
_targetScale *= (1.0f + SCALING_RATIO);
|
||||
qDebug("Changed scale to %f", _targetScale);
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::decreaseSize() {
|
||||
if (MIN_AVATAR_SCALE < (1.f - SCALING_RATIO) * _targetScale) {
|
||||
_targetScale *= (1.f - SCALING_RATIO);
|
||||
if (MIN_AVATAR_SCALE < (1.0f - SCALING_RATIO) * _targetScale) {
|
||||
_targetScale *= (1.0f - SCALING_RATIO);
|
||||
qDebug("Changed scale to %f", _targetScale);
|
||||
}
|
||||
}
|
||||
|
@ -1192,8 +1192,8 @@ void MyAvatar::applyCollision(const glm::vec3& contactPoint, const glm::vec3& pe
|
|||
if (leverLength > EPSILON) {
|
||||
// compute lean perturbation angles
|
||||
glm::quat bodyRotation = getOrientation();
|
||||
glm::vec3 xAxis = bodyRotation * glm::vec3(1.f, 0.f, 0.f);
|
||||
glm::vec3 zAxis = bodyRotation * glm::vec3(0.f, 0.f, 1.f);
|
||||
glm::vec3 xAxis = bodyRotation * glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
glm::vec3 zAxis = bodyRotation * glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
|
||||
leverAxis = leverAxis / leverLength;
|
||||
glm::vec3 effectivePenetration = penetration - glm::dot(penetration, leverAxis) * leverAxis;
|
||||
|
|
Loading…
Reference in a new issue