adjust ground-to-fly logic

This commit is contained in:
Seth Alves 2016-08-04 11:34:42 -07:00
parent e1c7ced652
commit aeadbda1e1

View file

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