better movement near others

This commit is contained in:
Philip Rosedale 2013-10-11 17:00:25 -07:00
parent f2ef80b704
commit 6281a28f69

View file

@ -221,12 +221,14 @@ void MyAvatar::simulate(float deltaTime, Transmitter* transmitter) {
// Damp avatar velocity
const float LINEAR_DAMPING_STRENGTH = 0.5f;
const float SPEED_BRAKE_POWER = _scale * 10.0f;
const float SQUARED_DAMPING_STRENGTH = 0.007f;
const float SQUARED_DAMPING_STRENGTH = 0.007f;
const float SLOW_NEAR_RADIUS = 5.f;
float linearDamping = LINEAR_DAMPING_STRENGTH;
const float AVATAR_DAMPING_FACTOR = 120.f;
if (_distanceToNearestAvatar < _scale * PERIPERSONAL_RADIUS) {
linearDamping *= 1.f + AVATAR_DAMPING_FACTOR * (PERIPERSONAL_RADIUS - _distanceToNearestAvatar);
const float NEAR_AVATAR_DAMPING_FACTOR = 50.f;
if (_distanceToNearestAvatar < _scale * SLOW_NEAR_RADIUS) {
linearDamping *= 1.f + NEAR_AVATAR_DAMPING_FACTOR *
((SLOW_NEAR_RADIUS - _distanceToNearestAvatar) / SLOW_NEAR_RADIUS);
}
if (_speedBrakes) {
applyDamping(deltaTime, _velocity, linearDamping * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER);