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Merge pull request #821 from PhilipRosedale/master
Rotation stops faster
This commit is contained in:
commit
85d5f86046
4 changed files with 21 additions and 5 deletions
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@ -3309,7 +3309,7 @@ void Application::displayStats() {
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int statsVerticalOffset = 8;
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char stats[200];
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sprintf(stats, "%3.0f FPS, %d Pkts/sec, %3.2f Mbps",
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sprintf(stats, "%3.0f FPS, %d Pkts/sec, %3.2f Mbps ",
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_fps, _packetsPerSecond, (float)_bytesPerSecond * 8.f / 1000000.f);
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drawtext(10, statsVerticalOffset + 15, 0.10f, 0, 1.0, 0, stats);
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@ -3340,11 +3340,16 @@ void Application::displayStats() {
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pingVoxel = totalPingVoxel/voxelServerCount;
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}
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char pingStats[200];
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sprintf(pingStats, "Ping audio/avatar/voxel: %d / %d / %d avg %d max ", pingAudio, pingAvatar, pingVoxel, pingVoxelMax);
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drawtext(10, statsVerticalOffset + 35, 0.10f, 0, 1.0, 0, pingStats);
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}
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char avatarStats[200];
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glm::vec3 avatarPos = _myAvatar.getPosition();
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sprintf(avatarStats, "Avatar position: %.3f, %.3f, %.3f, yaw = %.2f", avatarPos.x, avatarPos.y, avatarPos.z, _myAvatar.getBodyYaw());
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drawtext(10, statsVerticalOffset + 55, 0.10f, 0, 1.0, 0, avatarStats);
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std::stringstream voxelStats;
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voxelStats.precision(4);
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@ -51,6 +51,7 @@ public:
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void lowPassFilter(int16_t* inputBuffer);
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void startCollisionSound(float magnitude, float frequency, float noise, float duration);
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float getCollisionSoundMagnitude() { return _collisionSoundMagnitude; };
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int getSongFileBytes() { return _songFileBytes; }
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@ -31,7 +31,6 @@ const bool BALLS_ON = false;
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const bool USING_AVATAR_GRAVITY = true;
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const glm::vec3 DEFAULT_UP_DIRECTION (0.0f, 1.0f, 0.0f);
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const float YAW_MAG = 500.0;
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const float BODY_SPIN_FRICTION = 5.0;
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const float MY_HAND_HOLDING_PULL = 0.2;
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const float YOUR_HAND_HOLDING_PULL = 1.0;
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const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
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@ -665,12 +664,19 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter, float gyroCamer
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orientation = orientation * glm::quat(glm::radians(
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glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
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// decay body rotation momentum
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const float BODY_SPIN_FRICTION = 7.5f;
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float bodySpinMomentum = 1.0 - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyPitchDelta *= bodySpinMomentum;
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_bodyYawDelta *= bodySpinMomentum;
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_bodyRollDelta *= bodySpinMomentum;
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float MINIMUM_ROTATION_RATE = 2.0f;
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if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.f; }
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if (fabs(_bodyRollDelta) < MINIMUM_ROTATION_RATE) { _bodyRollDelta = 0.f; }
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if (fabs(_bodyPitchDelta) < MINIMUM_ROTATION_RATE) { _bodyPitchDelta = 0.f; }
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const float MAX_STATIC_FRICTION_VELOCITY = 0.5f;
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const float STATIC_FRICTION_STRENGTH = _scale * 20.f;
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applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_VELOCITY, STATIC_FRICTION_STRENGTH);
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@ -238,8 +238,12 @@ void Head::simulate(float deltaTime, bool isMine, float gyroCameraSensitivity) {
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const float CAMERA_STOP_TOLERANCE_DEGREES = 0.5f;
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const float PITCH_START_RANGE = 20.f;
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const float YAW_START_RANGE = 10.f;
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float pitchStartTolerance = PITCH_START_RANGE * (1.f - gyroCameraSensitivity);
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float yawStartTolerance = YAW_START_RANGE * (1.f - gyroCameraSensitivity);
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float pitchStartTolerance = PITCH_START_RANGE
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* (1.f - gyroCameraSensitivity)
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+ (2.f * CAMERA_STOP_TOLERANCE_DEGREES);
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float yawStartTolerance = YAW_START_RANGE
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* (1.f - gyroCameraSensitivity)
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+ (2.f * CAMERA_STOP_TOLERANCE_DEGREES);
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float cameraHeadAngleDifference = glm::length(glm::vec2(_pitch - _cameraPitch, _yaw - _cameraYaw));
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if (_isCameraMoving) {
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