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adjust ground-to-fly logic
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e1c7ced652
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1 changed files with 4 additions and 4 deletions
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@ -534,14 +534,14 @@ void CharacterController::preSimulation() {
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// scan for distant floor
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// rayStart is at center of bottom sphere
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btVector3 rayStart = _characterBodyTransform.getOrigin() - _halfHeight * _currentUp;
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btVector3 rayStart = _characterBodyTransform.getOrigin();
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// rayEnd is straight down MAX_FALL_HEIGHT
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btScalar rayLength = _radius + MAX_FALL_HEIGHT;
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btVector3 rayEnd = rayStart - rayLength * _currentUp;
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const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
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const btScalar GROUND_TO_AUTOFLY_THRESHOLD = 1.2f * _radius;
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const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
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const btScalar MIN_HOVER_HEIGHT = 2.5f;
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const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
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@ -554,7 +554,7 @@ void CharacterController::preSimulation() {
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bool rayHasHit = rayCallback.hasHit();
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if (rayHasHit) {
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_rayHitStartTime = now;
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - (_radius + _halfHeight);
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} else if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
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rayHasHit = true;
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} else {
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@ -582,7 +582,7 @@ void CharacterController::preSimulation() {
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_takeoffJumpButtonID = _jumpButtonDownCount;
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_takeoffToInAirStartTime = now;
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SET_STATE(State::Takeoff, "jump pressed");
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} else if (rayHasHit && !_hasSupport && _floorDistance > GROUND_TO_AUTOFLY_THRESHOLD) {
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} else if (rayHasHit && !_hasSupport && _floorDistance > GROUND_TO_FLY_THRESHOLD) {
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SET_STATE(State::InAir, "falling");
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}
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break;
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