diff --git a/interface/src/LODManager.cpp b/interface/src/LODManager.cpp index d3c8746e16..01ccbd0d9a 100644 --- a/interface/src/LODManager.cpp +++ b/interface/src/LODManager.cpp @@ -54,7 +54,9 @@ void LODManager::autoAdjustLOD(float batchTime, float engineRunTime, float delta float renderTime = batchTime + OVERLAY_AND_SWAP_TIME_BUDGET; float maxTime = glm::max(renderTime, engineRunTime); const float BLEND_TIMESCALE = 0.3f; // sec - float blend = BLEND_TIMESCALE / deltaTimeSec; + const float MIN_DELTA_TIME = 0.001f; + const float safeDeltaTime = glm::max(deltaTimeSec, MIN_DELTA_TIME); + float blend = BLEND_TIMESCALE / safeDeltaTime; if (blend > 1.0f) { blend = 1.0f; } diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index 3dad4e3fb6..f06156874b 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -39,7 +39,12 @@ static std::mutex rigRegistryMutex; static bool isEqual(const glm::vec3& u, const glm::vec3& v) { const float EPSILON = 0.0001f; - return glm::length(u - v) / glm::length(u) <= EPSILON; + float uLen = glm::length(u); + if (uLen == 0.0f) { + return glm::length(v) <= EPSILON; + } else { + return (glm::length(u - v) / uLen) <= EPSILON; + } } static bool isEqual(const glm::quat& p, const glm::quat& q) { diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp index d2dc116e15..49d2431098 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp +++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp @@ -453,7 +453,9 @@ void Avatar::applyPositionDelta(const glm::vec3& delta) { void Avatar::measureMotionDerivatives(float deltaTime) { PerformanceTimer perfTimer("derivatives"); // linear - float invDeltaTime = 1.0f / deltaTime; + const float MIN_DELTA_TIME = 0.001f; + const float safeDeltaTime = glm::max(deltaTime, MIN_DELTA_TIME); + float invDeltaTime = 1.0f / safeDeltaTime; // Floating point error prevents us from computing velocity in a naive way // (e.g. vel = (pos - oldPos) / dt) so instead we use _positionOffsetAccumulator. glm::vec3 velocity = _positionDeltaAccumulator * invDeltaTime; diff --git a/libraries/shared/src/MovingMinMaxAvg.h b/libraries/shared/src/MovingMinMaxAvg.h index 580baf7317..782b0dc523 100644 --- a/libraries/shared/src/MovingMinMaxAvg.h +++ b/libraries/shared/src/MovingMinMaxAvg.h @@ -59,8 +59,12 @@ public: _max = other._max; } double totalSamples = _samples + other._samples; - _average = _average * ((double)_samples / totalSamples) - + other._average * ((double)other._samples / totalSamples); + if (totalSamples > 0) { + _average = _average * ((double)_samples / totalSamples) + + other._average * ((double)other._samples / totalSamples); + } else { + _average = 0.0f; + } _samples += other._samples; }