mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:24:00 +02:00
git rid of a lambda
This commit is contained in:
parent
05f41fb4f8
commit
ca526e0776
1 changed files with 6 additions and 10 deletions
|
@ -2271,17 +2271,13 @@ bool MyAvatar::safeLanding(const glm::vec3& position) {
|
|||
// If position is not reliably safe from being stuck by physics, answer true and place a candidate better position in betterPositionOut.
|
||||
bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& betterPositionOut) {
|
||||
// We begin with utilities and tests. The Algorithm in four parts is below.
|
||||
auto ok = [&](const char* label) { // position is good to go, or at least, we cannot do better
|
||||
//qDebug() << "Already safe" << label << positionIn << " collisions:" << getCollisionsEnabled() << " physics:" << qApp->isPhysicsEnabled();
|
||||
return false;
|
||||
};
|
||||
auto halfHeight = _characterController.getCapsuleHalfHeight();
|
||||
if (halfHeight == 0) {
|
||||
return ok("zero height avatar");
|
||||
return false; // zero height avatar
|
||||
}
|
||||
auto entityTree = DependencyManager::get<EntityTreeRenderer>()->getTree();
|
||||
if (!entityTree) {
|
||||
return ok("no entity tree");
|
||||
return false; // no entity tree
|
||||
}
|
||||
// More utilities.
|
||||
const auto offset = getOrientation() *_characterController.getCapsuleLocalOffset();
|
||||
|
@ -2324,12 +2320,12 @@ bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& bette
|
|||
// We currently believe that physics will reliably push us out if our feet are embedded,
|
||||
// as long as our capsule center is out and there's room above us. Here we have those
|
||||
// conditions, so no need to check our feet below.
|
||||
return ok("nothing above");
|
||||
return false; // nothing above
|
||||
}
|
||||
|
||||
if (!findIntersection(capsuleCenter, down, lowerIntersection, lowerId, lowerNormal)) {
|
||||
// Our head may be embedded, but our center is out and there's room below. See corresponding comment above.
|
||||
return ok("nothing below");
|
||||
return false; // nothing below
|
||||
}
|
||||
|
||||
// See if we have room between entities above and below, but that we are not contained.
|
||||
|
@ -2348,7 +2344,7 @@ bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& bette
|
|||
ignore.push_back(upperId);
|
||||
if (!findIntersection(upperIntersection, up, upperIntersection, upperId, upperNormal)) {
|
||||
// We're not inside an entity, and from the nested tests, we have room between what is above and below. So position is good!
|
||||
return ok("enough room");
|
||||
return false; // enough room
|
||||
}
|
||||
if (isUp(upperNormal)) {
|
||||
// This new intersection is the top surface of an entity that we have not yet seen, which means we're contained within it.
|
||||
|
@ -2367,7 +2363,7 @@ bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& bette
|
|||
const auto skyHigh = up * big;
|
||||
auto fromAbove = capsuleCenter + skyHigh;
|
||||
if (!findIntersection(fromAbove, down, upperIntersection, upperId, upperNormal)) {
|
||||
return ok("Unable to find a landing");
|
||||
return false; // Unable to find a landing
|
||||
}
|
||||
// Our arbitrary rule is to always go up. There's no need to look down or sideways for a "closer" safe candidate.
|
||||
return mustMove();
|
||||
|
|
Loading…
Reference in a new issue