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2 changed files with 5 additions and 5 deletions
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@ -1969,7 +1969,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
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if (qApp->isHMDMode() && getCharacterController()->getState() == CharacterController::State::Hover && _hmdRollControlEnabled && hasDriveInput()) {
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if (qApp->isHMDMode() && getCharacterController()->getState() == CharacterController::State::Hover && _hmdRollControlEnabled && hasDriveInput()) {
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// Turn with head roll.
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// Turn with head roll.
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const float MIN_CONTROL_SPEED = 2.0f; // meters / sec
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const float MIN_CONTROL_SPEED = 2.0f * getSensorToWorldScale(); // meters / sec
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const glm::vec3 characterForward = getWorldOrientation() * Vectors::UNIT_NEG_Z;
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const glm::vec3 characterForward = getWorldOrientation() * Vectors::UNIT_NEG_Z;
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float forwardSpeed = glm::dot(characterForward, getWorldVelocity());
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float forwardSpeed = glm::dot(characterForward, getWorldVelocity());
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@ -1985,13 +1985,13 @@ void MyAvatar::updateOrientation(float deltaTime) {
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const float MAX_ROLL_ANGLE = 90.0f; // degrees
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const float MAX_ROLL_ANGLE = 90.0f; // degrees
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if (rollAngle > MIN_ROLL_ANGLE) {
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if (rollAngle > MIN_ROLL_ANGLE) {
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// rate of turning is linearly proportional to rolAngle
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// rate of turning is linearly proportional to rollAngle
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rollAngle = glm::clamp(rollAngle, MIN_ROLL_ANGLE, MAX_ROLL_ANGLE);
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rollAngle = glm::clamp(rollAngle, MIN_ROLL_ANGLE, MAX_ROLL_ANGLE);
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// scale rollAngle into a value from zero to one.
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// scale rollAngle into a value from zero to one.
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float t = (rollAngle - MIN_ROLL_ANGLE) / (MAX_ROLL_ANGLE - MIN_ROLL_ANGLE);
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float rollFactor = (rollAngle - MIN_ROLL_ANGLE) / (MAX_ROLL_ANGLE - MIN_ROLL_ANGLE);
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float angularSpeed = rollSign * t * _hmdRollControlRate;
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float angularSpeed = rollSign * rollFactor * _hmdRollControlRate;
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totalBodyYaw += direction * angularSpeed * deltaTime;
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totalBodyYaw += direction * angularSpeed * deltaTime;
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}
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}
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}
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}
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@ -741,7 +741,7 @@ private:
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bool _clearOverlayWhenMoving { true };
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bool _clearOverlayWhenMoving { true };
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QString _dominantHand { DOMINANT_RIGHT_HAND };
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QString _dominantHand { DOMINANT_RIGHT_HAND };
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const float ROLL_CONTROL_DEAD_ZONE_DEFAULT = 8.0; // degrees
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const float ROLL_CONTROL_DEAD_ZONE_DEFAULT = 8.0f; // degrees
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const float ROLL_CONTROL_RATE_DEFAULT = 114.0f; // degrees / sec
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const float ROLL_CONTROL_RATE_DEFAULT = 114.0f; // degrees / sec
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bool _hmdRollControlEnabled { true };
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bool _hmdRollControlEnabled { true };
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