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commit
a9ee3be0d0
2 changed files with 4 additions and 3 deletions
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@ -38,6 +38,7 @@ Camera::Camera() {
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_mode = CAMERA_MODE_THIRD_PERSON;
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_mode = CAMERA_MODE_THIRD_PERSON;
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_tightness = 10.0f; // default
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_tightness = 10.0f; // default
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_fieldOfView = HORIZONTAL_FIELD_OF_VIEW_DEGREES;
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_fieldOfView = HORIZONTAL_FIELD_OF_VIEW_DEGREES;
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_aspectRatio = 16.f/9.f;
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_nearClip = 0.08f; // default
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_nearClip = 0.08f; // default
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_farClip = 50.0f * TREE_SCALE; // default
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_farClip = 50.0f * TREE_SCALE; // default
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_upShift = 0.0f;
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_upShift = 0.0f;
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@ -991,7 +991,7 @@ void Avatar::updateCollisionWithEnvironment(float deltaTime) {
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glm::vec3 penetration;
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glm::vec3 penetration;
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if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
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if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
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_position - up * (_pelvisFloatingHeight - radius),
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_position - up * (_pelvisFloatingHeight - radius),
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_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
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_position + up * (_height - _pelvisFloatingHeight + radius), radius, penetration)) {
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_lastCollisionPosition = _position;
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_lastCollisionPosition = _position;
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updateCollisionSound(penetration, deltaTime, ENVIRONMENT_COLLISION_FREQUENCY);
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updateCollisionSound(penetration, deltaTime, ENVIRONMENT_COLLISION_FREQUENCY);
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applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
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applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
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@ -1007,7 +1007,7 @@ void Avatar::updateCollisionWithVoxels(float deltaTime) {
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glm::vec3 penetration;
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glm::vec3 penetration;
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if (Application::getInstance()->getVoxels()->findCapsulePenetration(
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if (Application::getInstance()->getVoxels()->findCapsulePenetration(
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_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
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_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
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_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
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_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight + radius, 0.0f), radius, penetration)) {
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_lastCollisionPosition = _position;
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_lastCollisionPosition = _position;
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updateCollisionSound(penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
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updateCollisionSound(penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
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applyHardCollision(penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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applyHardCollision(penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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