final tweaks to movement script

This commit is contained in:
Philip Rosedale 2014-09-19 09:22:27 -07:00
parent c6d6c347cd
commit 6c808f2979

View file

@ -16,18 +16,18 @@ var debug = false;
var movingWithHead = false;
var headStartPosition, headStartDeltaPitch, headStartFinalPitch, headStartRoll, headStartYaw;
var HEAD_MOVE_DEAD_ZONE = 0.03;
var HEAD_MOVE_DEAD_ZONE = 0.05;
var HEAD_STRAFE_DEAD_ZONE = 0.03;
var HEAD_ROTATE_DEAD_ZONE = 10.0;
var HEAD_YAW_RATE = 2.0;
var HEAD_YAW_RATE = 1.5;
var HEAD_PITCH_RATE = 1.0;
var WALL_BOUNCE = 4000.0;
var WALL_BOUNCE = 10000.0;
var FIXED_WALK_VELOCITY = 1.5;
// Modify these values to tweak the strength of the motion.
// A larger *FACTOR increases the speed.
// A lower SHORT_TIMESCALE makes the motor achieve full speed faster.
var HEAD_VELOCITY_FWD_FACTOR = 20.0;
var HEAD_VELOCITY_FWD_FACTOR = 10.0;
var HEAD_VELOCITY_LEFT_FACTOR = 0.0;
var HEAD_VELOCITY_UP_FACTOR = 20.0;
var SHORT_TIMESCALE = 0.01;
@ -84,11 +84,14 @@ function moveWithHead(deltaTime) {
// Needs fixed! Right now sometimes reported neck position jumps to a bad value
headDelta.x = headDelta.y = headDelta.z = 0.0;
length = 0.0;
return;
}
// Thrust based on leaning forward and side-to-side
var targetVelocity = {x:0.0, y:0.0, z:0.0};
if (length > HEAD_MOVE_DEAD_ZONE) {
//headDelta = Vec3.normalize(headDelta);
//targetVelocity = Vec3.multiply(headDelta, FIXED_WALK_VELOCITY);
targetVelocity = Vec3.multiply(headDelta, HEAD_VELOCITY_FWD_FACTOR);
}
/*
@ -140,7 +143,7 @@ function moveWithHead(deltaTime) {
if (movingWithHead && Vec3.length(thrust) > 0.0) {
// reduce the timescale of the motor so that it won't defeat the thrust code
Vec3.print("adebug room containment thrust = ", thrust);
motorTimescale = 4.0 * SHORT_TIMESCALE;
motorTimescale = 1000000.0;
}
}
MyAvatar.motorTimescale = motorTimescale;