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protection against bad avatar-avatar collisions
Also with logging if we encounter incorrectly large penetration depths
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parent
5f1e63bb4a
commit
66b6328687
1 changed files with 7 additions and 2 deletions
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@ -62,6 +62,7 @@ MyAvatar::MyAvatar() :
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_isThrustOn(false),
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_thrustMultiplier(1.0f),
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_moveTarget(0,0,0),
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_lastBodyPenetration(0.0f),
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_moveTargetStepCounter(0),
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_lookAtTargetAvatar(),
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_shouldRender(true),
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@ -681,7 +682,7 @@ void MyAvatar::updateThrust(float deltaTime) {
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_thrust -= _driveKeys[DOWN] * _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;
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// attenuate thrust when in penetration
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if (glm::dot(_thrust, _lastBodyPenetration) > 0.0f) {
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if (glm::dot(_thrust, _lastBodyPenetration) > EPSILON) {
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const float MAX_BODY_PENETRATION_DEPTH = 0.6f * _skeletonModel.getBoundingShapeRadius();
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float penetrationFactor = glm::min(1.0f, glm::length(_lastBodyPenetration) / MAX_BODY_PENETRATION_DEPTH);
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glm::vec3 penetrationDirection = glm::normalize(_lastBodyPenetration);
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@ -932,7 +933,11 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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CollisionInfo collision;
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if (ShapeCollider::collideShapesCoarse(myShapes, theirShapes, collision)) {
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if (glm::length2(collision._penetration) > EPSILON) {
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float penetrationDepth = glm::length(collision._penetration);
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if (penetrationDepth > myBoundingRadius) {
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qDebug() << "WARNING: ignoring avatar-avatar penetration depth " << penetrationDepth;
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}
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else if (penetrationDepth > EPSILON) {
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setPosition(getPosition() - BODY_COLLISION_RESOLUTION_FACTOR * collision._penetration);
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_lastBodyPenetration += collision._penetration;
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emit collisionWithAvatar(getSessionUUID(), avatar->getSessionUUID(), collision);
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