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removing unused motion-state timers
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2 changed files with 0 additions and 18 deletions
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@ -54,9 +54,6 @@ MyAvatar::MyAvatar() :
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_shouldJump(false),
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_gravity(0.0f, -1.0f, 0.0f),
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_elapsedTimeMoving(0.0f),
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_elapsedTimeStopped(0.0f),
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_elapsedTimeSinceCollision(0.0f),
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_lastCollisionPosition(0, 0, 0),
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_speedBrakes(false),
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_thrust(0.0f),
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@ -139,17 +136,6 @@ void MyAvatar::simulate(float deltaTime) {
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glm::quat orientation = getOrientation();
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// Update movement timers
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_elapsedTimeSinceCollision += deltaTime;
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const float VELOCITY_MOVEMENT_TIMER_THRESHOLD = 0.2f;
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if (glm::length(_velocity) < VELOCITY_MOVEMENT_TIMER_THRESHOLD) {
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_elapsedTimeMoving = 0.0f;
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_elapsedTimeStopped += deltaTime;
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} else {
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_elapsedTimeStopped = 0.0f;
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_elapsedTimeMoving += deltaTime;
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}
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if (_scale != _targetScale) {
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float scale = (1.0f - SMOOTHING_RATIO) * _scale + SMOOTHING_RATIO * _targetScale;
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setScale(scale);
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@ -798,7 +784,6 @@ void MyAvatar::applyHardCollision(const glm::vec3& penetration, float elasticity
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// cancel out the velocity component in the direction of penetration
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float penetrationLength = glm::length(penetration);
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if (penetrationLength > EPSILON) {
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_elapsedTimeSinceCollision = 0.0f;
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glm::vec3 direction = penetration / penetrationLength;
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_velocity -= glm::dot(_velocity, direction) * direction * (1.0f + elasticity);
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_velocity *= glm::clamp(1.0f - damping, 0.0f, 1.0f);
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@ -117,9 +117,6 @@ private:
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float _distanceToNearestAvatar; // How close is the nearest avatar?
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// motion stuff
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float _elapsedTimeMoving; // Timers to drive camera transitions when moving
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float _elapsedTimeStopped;
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float _elapsedTimeSinceCollision;
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glm::vec3 _lastCollisionPosition;
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bool _speedBrakes;
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glm::vec3 _thrust; // final acceleration for the current frame
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