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Adjust avatar walking and flying speed based on sensor scale factor
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1 changed files with 10 additions and 8 deletions
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@ -1979,17 +1979,17 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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if (state == CharacterController::State::Hover) {
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// we're flying --> complex acceleration curve that builds on top of current motor speed and caps at some max speed
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float motorSpeed = glm::length(_actionMotorVelocity);
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float finalMaxMotorSpeed = getUniformScale() * MAX_ACTION_MOTOR_SPEED;
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float finalMaxMotorSpeed = getSensorToWorldScale() * MAX_ACTION_MOTOR_SPEED;
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float speedGrowthTimescale = 2.0f;
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float speedIncreaseFactor = 1.8f;
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motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f) * speedIncreaseFactor;
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const float maxBoostSpeed = getUniformScale() * MAX_BOOST_SPEED;
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const float maxBoostSpeed = getSensorToWorldScale() * MAX_BOOST_SPEED;
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if (_isPushing) {
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if (motorSpeed < maxBoostSpeed) {
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// an active action motor should never be slower than this
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float boostCoefficient = (maxBoostSpeed - motorSpeed) / maxBoostSpeed;
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motorSpeed += MIN_AVATAR_SPEED * boostCoefficient;
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motorSpeed += getSensorToWorldScale() * MIN_AVATAR_SPEED * boostCoefficient;
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} else if (motorSpeed > finalMaxMotorSpeed) {
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motorSpeed = finalMaxMotorSpeed;
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}
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@ -1997,7 +1997,7 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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_actionMotorVelocity = motorSpeed * direction;
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} else {
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// we're interacting with a floor --> simple horizontal speed and exponential decay
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_actionMotorVelocity = MAX_WALKING_SPEED * direction;
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_actionMotorVelocity = getSensorToWorldScale() * MAX_WALKING_SPEED * direction;
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}
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float boomChange = getDriveKey(ZOOM);
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@ -2011,22 +2011,24 @@ void MyAvatar::updatePosition(float deltaTime) {
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}
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vec3 velocity = getVelocity();
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float sensorToWorldScale = getSensorToWorldScale();
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float sensorToWorldScale2 = sensorToWorldScale * sensorToWorldScale;
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const float MOVING_SPEED_THRESHOLD_SQUARED = 0.0001f; // 0.01 m/s
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if (!_characterController.isEnabledAndReady()) {
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// _characterController is not in physics simulation but it can still compute its target velocity
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updateMotors();
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_characterController.computeNewVelocity(deltaTime, velocity);
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float speed2 = glm::length2(velocity);
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if (speed2 > MIN_AVATAR_SPEED_SQUARED) {
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float speed2 = glm::length(velocity);
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if (speed2 > sensorToWorldScale2 * MIN_AVATAR_SPEED_SQUARED) {
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// update position ourselves
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applyPositionDelta(deltaTime * velocity);
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}
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measureMotionDerivatives(deltaTime);
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_moving = speed2 > MOVING_SPEED_THRESHOLD_SQUARED;
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_moving = speed2 > sensorToWorldScale2 * MOVING_SPEED_THRESHOLD_SQUARED;
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} else {
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float speed2 = glm::length2(velocity);
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_moving = speed2 > MOVING_SPEED_THRESHOLD_SQUARED;
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_moving = speed2 > sensorToWorldScale2 * MOVING_SPEED_THRESHOLD_SQUARED;
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if (_moving) {
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// scan for walkability
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