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Address Wayne and Angus' comments on github.
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4fb7bbabe1
commit
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2 changed files with 26 additions and 48 deletions
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@ -3331,23 +3331,6 @@ void MyAvatar::updateOrientation(float deltaTime) {
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}
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}
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//static float scaleSpeedByDirection(const glm::vec2 velocityDirection, const float forwardSpeed, const float backwardSpeed) {
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// // for the elipse function --> (x^2)/(backwardSpeed*backwardSpeed) + y^2/(forwardSpeed*forwardSpeed) = 1, scale == y^2 when x is 0
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// float fwdScale = forwardSpeed * forwardSpeed;
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// float backScale = backwardSpeed * backwardSpeed;
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// float scaledX = velocityDirection.x * backwardSpeed;
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// float scaledSpeed = forwardSpeed;
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// if (velocityDirection.y < 0.0f) {
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// if (backScale > 0.0f) {
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// float yValue = sqrtf(fwdScale * (1.0f - ((scaledX * scaledX) / backScale)));
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// scaledSpeed = sqrtf((scaledX * scaledX) + (yValue * yValue));
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// }
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// } else {
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// scaledSpeed = backwardSpeed;
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// }
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// return scaledSpeed;
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//}
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float MyAvatar::calculateGearedSpeed(const float driveKey) {
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float absDriveKey = abs(driveKey);
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float sign = (driveKey < 0.0f) ? -1.0f : 1.0f;
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@ -3506,12 +3489,7 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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}
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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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//const glm::vec2 currentVel = { direction.x, direction.z };
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//float scaledSpeed = scaleSpeedByDirection(currentVel, _walkSpeed.get(), _walkBackwardSpeed.get());
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// _walkSpeedScalar is a multiplier if we are in sprint mode, otherwise 1.0
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_actionMotorVelocity = direction;
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//_actionMotorVelocity = getSensorToWorldScale() * (scaledSpeed * _walkSpeedScalar) * direction;
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}
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float previousBoomLength = _boomLength;
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