mirror of
https://github.com/overte-org/overte.git
synced 2025-08-09 20:23:06 +02:00
cleanup logic to be more readable
This commit is contained in:
parent
2bfbb63906
commit
f00a3cafb6
1 changed files with 22 additions and 13 deletions
|
@ -273,28 +273,37 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
|
||||||
if (_steppingUp) {
|
if (_steppingUp) {
|
||||||
// compute a stepUpSpeed that will reach the top of the step in the time it would take
|
// compute a stepUpSpeed that will reach the top of the step in the time it would take
|
||||||
// to move over the _stepPoint at target speed
|
// to move over the _stepPoint at target speed
|
||||||
float hDistance = sqrtf(_stepPoint.getX() * _stepPoint.getX() + _stepPoint.getZ() * _stepPoint.getZ());
|
float horizontalDistance = (_stepPoint - _stepPoint.dot(_currentUp) * _currentUp).length();
|
||||||
float targetSpeed = _targetVelocity.length();
|
float horizontalTargetSpeed = (_targetVelocity - _targetVelocity.dot(_currentUp) * _currentUp).length();
|
||||||
float timeToStep = hDistance / targetSpeed;
|
float timeToStep = horizontalDistance / horizontalTargetSpeed;
|
||||||
float stepUpSpeed = _stepHeight / timeToStep + 0.5f * _gravity * timeToStep;
|
float stepUpSpeed = _stepHeight / timeToStep;
|
||||||
const float MAX_STEP_UP_SPEED = 0.65f * targetSpeed;
|
|
||||||
|
// magically clamp stepUpSpeed to a fraction of horizontalTargetSpeed
|
||||||
|
// to prevent the avatar from moving unreasonably fast according to human eye
|
||||||
|
const float MAX_STEP_UP_SPEED = 0.65f * horizontalTargetSpeed;
|
||||||
if (stepUpSpeed > MAX_STEP_UP_SPEED) {
|
if (stepUpSpeed > MAX_STEP_UP_SPEED) {
|
||||||
stepUpSpeed = MAX_STEP_UP_SPEED;
|
stepUpSpeed = MAX_STEP_UP_SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
btScalar vDotUp = velocity.dot(_currentUp);
|
// add minimum velocity to counteract gravity's displacement during one step
|
||||||
if (stepUpSpeed > vDotUp) {
|
// Note: the 0.5 factor comes from the fact that we really want the
|
||||||
// don't have enough upward velocity to cover the step
|
// average velocity contribution from gravity during the step
|
||||||
|
stepUpSpeed -= 0.5f * _gravity * timeToStep; // remember: _gravity is negative scalar
|
||||||
|
|
||||||
// we step up with micro-teleports rather than applying velocity
|
btScalar vDotUp = velocity.dot(_currentUp);
|
||||||
// use a speed that would ballistically reach _stepHeight under gravity
|
if (vDotUp < stepUpSpeed) {
|
||||||
|
// character doesn't have enough upward velocity to cover the step so we help using a "sky hook"
|
||||||
|
// which uses micro-teleports rather than applying real velocity
|
||||||
|
// to prevent the avatar from popping up after the step is done
|
||||||
btTransform transform = _rigidBody->getWorldTransform();
|
btTransform transform = _rigidBody->getWorldTransform();
|
||||||
transform.setOrigin(transform.getOrigin() + (dt * stepUpSpeed) * _currentUp);
|
transform.setOrigin(transform.getOrigin() + (dt * stepUpSpeed) * _currentUp);
|
||||||
_rigidBody->setWorldTransform(transform);
|
_rigidBody->setWorldTransform(transform);
|
||||||
}
|
}
|
||||||
float minStepUpSpeed = 0.0f;
|
|
||||||
if (vDotUp < minStepUpSpeed) {
|
// don't allow the avatar to fall downward when stepping up
|
||||||
velocity += (minStepUpSpeed - vDotUp) * _currentUp;
|
// since otherwise this would tend to defeat the step-up behavior
|
||||||
|
if (vDotUp < 0.0f) {
|
||||||
|
velocity -= vDotUp * _currentUp;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
_rigidBody->setLinearVelocity(velocity + _parentVelocity);
|
_rigidBody->setLinearVelocity(velocity + _parentVelocity);
|
||||||
|
|
Loading…
Reference in a new issue