fix #2656 avatar jumps very far away

This was caused by a bad CapsuleShape::_radius when the default
CapsuleShape was used to create a default bounding capsule.  The
penetration against such a shape could be arbitrarily large.
This commit is contained in:
Andrew Meadows 2014-04-11 15:55:18 -07:00
parent e850faee79
commit 508d4f216d

View file

@ -17,9 +17,9 @@
// default axis of CapsuleShape is Y-axis
const glm::vec3 localAxis(0.f, 1.f, 0.f);
const glm::vec3 localAxis(0.0f, 1.0f, 0.0f);
CapsuleShape::CapsuleShape() : Shape(Shape::CAPSULE_SHAPE) {}
CapsuleShape::CapsuleShape() : Shape(Shape::CAPSULE_SHAPE), _radius(0.0f), _halfHeight(0.0f) {}
CapsuleShape::CapsuleShape(float radius, float halfHeight) : Shape(Shape::CAPSULE_SHAPE),
_radius(radius), _halfHeight(halfHeight) {
@ -32,13 +32,13 @@ CapsuleShape::CapsuleShape(float radius, float halfHeight, const glm::vec3& posi
}
CapsuleShape::CapsuleShape(float radius, const glm::vec3& startPoint, const glm::vec3& endPoint) :
Shape(Shape::CAPSULE_SHAPE), _radius(radius), _halfHeight(0.f) {
Shape(Shape::CAPSULE_SHAPE), _radius(radius), _halfHeight(0.0f) {
glm::vec3 axis = endPoint - startPoint;
float height = glm::length(axis);
if (height > EPSILON) {
_halfHeight = 0.5f * height;
axis /= height;
glm::vec3 yAxis(0.f, 1.f, 0.f);
glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
float angle = glm::angle(axis, yAxis);
if (angle > EPSILON) {
axis = glm::normalize(glm::cross(yAxis, axis));
@ -50,17 +50,17 @@ CapsuleShape::CapsuleShape(float radius, const glm::vec3& startPoint, const glm:
/// \param[out] startPoint is the center of start cap
void CapsuleShape::getStartPoint(glm::vec3& startPoint) const {
startPoint = getPosition() - _rotation * glm::vec3(0.f, _halfHeight, 0.f);
startPoint = getPosition() - _rotation * glm::vec3(0.0f, _halfHeight, 0.0f);
}
/// \param[out] endPoint is the center of the end cap
void CapsuleShape::getEndPoint(glm::vec3& endPoint) const {
endPoint = getPosition() + _rotation * glm::vec3(0.f, _halfHeight, 0.f);
endPoint = getPosition() + _rotation * glm::vec3(0.0f, _halfHeight, 0.0f);
}
void CapsuleShape::computeNormalizedAxis(glm::vec3& axis) const {
// default axis of a capsule is along the yAxis
axis = _rotation * glm::vec3(0.f, 1.f, 0.f);
axis = _rotation * glm::vec3(0.0f, 1.0f, 0.0f);
}
void CapsuleShape::setRadius(float radius) {