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final tweaks to movement script
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1 changed files with 8 additions and 5 deletions
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@ -16,18 +16,18 @@ var debug = false;
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var movingWithHead = false;
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var headStartPosition, headStartDeltaPitch, headStartFinalPitch, headStartRoll, headStartYaw;
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var HEAD_MOVE_DEAD_ZONE = 0.03;
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var HEAD_MOVE_DEAD_ZONE = 0.05;
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var HEAD_STRAFE_DEAD_ZONE = 0.03;
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var HEAD_ROTATE_DEAD_ZONE = 10.0;
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var HEAD_YAW_RATE = 2.0;
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var HEAD_YAW_RATE = 1.5;
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var HEAD_PITCH_RATE = 1.0;
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var WALL_BOUNCE = 4000.0;
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var WALL_BOUNCE = 10000.0;
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var FIXED_WALK_VELOCITY = 1.5;
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// Modify these values to tweak the strength of the motion.
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// A larger *FACTOR increases the speed.
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// A lower SHORT_TIMESCALE makes the motor achieve full speed faster.
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var HEAD_VELOCITY_FWD_FACTOR = 20.0;
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var HEAD_VELOCITY_FWD_FACTOR = 10.0;
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var HEAD_VELOCITY_LEFT_FACTOR = 0.0;
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var HEAD_VELOCITY_UP_FACTOR = 20.0;
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var SHORT_TIMESCALE = 0.01;
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@ -84,11 +84,14 @@ function moveWithHead(deltaTime) {
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// Needs fixed! Right now sometimes reported neck position jumps to a bad value
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headDelta.x = headDelta.y = headDelta.z = 0.0;
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length = 0.0;
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return;
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}
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// Thrust based on leaning forward and side-to-side
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var targetVelocity = {x:0.0, y:0.0, z:0.0};
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if (length > HEAD_MOVE_DEAD_ZONE) {
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//headDelta = Vec3.normalize(headDelta);
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//targetVelocity = Vec3.multiply(headDelta, FIXED_WALK_VELOCITY);
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targetVelocity = Vec3.multiply(headDelta, HEAD_VELOCITY_FWD_FACTOR);
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}
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/*
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@ -140,7 +143,7 @@ function moveWithHead(deltaTime) {
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if (movingWithHead && Vec3.length(thrust) > 0.0) {
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// reduce the timescale of the motor so that it won't defeat the thrust code
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Vec3.print("adebug room containment thrust = ", thrust);
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motorTimescale = 4.0 * SHORT_TIMESCALE;
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motorTimescale = 1000000.0;
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}
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}
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MyAvatar.motorTimescale = motorTimescale;
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