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Include the radius of the sphere at the avatar's feet.
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1 changed files with 3 additions and 3 deletions
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@ -294,7 +294,7 @@ void MyAvatar::simulateAttachments(float deltaTime) {
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QByteArray MyAvatar::toByteArrayStateful(AvatarDataDetail dataDetail) {
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CameraMode mode = qApp->getCamera().getMode();
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_globalPosition = getPosition();
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// This might not be right! Isn't the capsule local offset in avatar space? -HR 5/26/17
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// This might not be right! Isn't the capsule local offset in avatar space, and don't we need to add the radius to the y as well? -HRS 5/26/17
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_globalBoundingBoxDimensions.x = _characterController.getCapsuleRadius();
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_globalBoundingBoxDimensions.y = _characterController.getCapsuleHalfHeight();
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_globalBoundingBoxDimensions.z = _characterController.getCapsuleRadius();
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@ -456,7 +456,7 @@ void MyAvatar::update(float deltaTime) {
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setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
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glm::vec3 halfBoundingBoxDimensions(_characterController.getCapsuleRadius(), _characterController.getCapsuleHalfHeight(), _characterController.getCapsuleRadius());
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// This might not be right! Isn't the capsule local offset in avatar space? -HR 5/26/17
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// This might not be right! Isn't the capsule local offset in avatar space? -HRS 5/26/17
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halfBoundingBoxDimensions += _characterController.getCapsuleLocalOffset();
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QMetaObject::invokeMethod(audio.data(), "setAvatarBoundingBoxParameters",
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Q_ARG(glm::vec3, (getPosition() - halfBoundingBoxDimensions)),
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@ -2271,7 +2271,7 @@ bool MyAvatar::safeLanding(const glm::vec3& position) {
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// If position is not reliably safe from being stuck by physics, answer true and place a candidate better position in betterPositionOut.
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bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& betterPositionOut) {
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// We begin with utilities and tests. The Algorithm in four parts is below.
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auto halfHeight = _characterController.getCapsuleHalfHeight();
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auto halfHeight = _characterController.getCapsuleHalfHeight() + _characterController.getCapsuleRadius();
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if (halfHeight == 0) {
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return false; // zero height avatar
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}
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