I was critically damp once. It was okay.
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@@ -258,7 +258,7 @@ BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask)
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// but this will cause the animation playback rate calculation below to
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// kick in too slowly and sometimes start playing the animation in reverse.
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//mPelvisOffset -= PELVIS_COMPENSATION_WIEGHT * (foot_slip_vector * world_to_avatar_rot);//lerp(LLVector3::zero, -1.f * (foot_slip_vector * world_to_avatar_rot), LLCriticalDamp::getInterpolant(0.1f));
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//mPelvisOffset -= PELVIS_COMPENSATION_WIEGHT * (foot_slip_vector * world_to_avatar_rot);//lerp(LLVector3::zero, -1.f * (foot_slip_vector * world_to_avatar_rot), LLSmoothInterpolation::getInterpolant(0.1f));
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////F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL * (llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED);
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//F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL;
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@@ -287,7 +287,7 @@ BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask)
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F32 desired_speed_multiplier = llclamp(speed / foot_speed, min_speed_multiplier, ANIM_SPEED_MAX);
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// blend towards new speed adjustment value
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F32 new_speed_adjust = lerp(mAdjustedSpeed, desired_speed_multiplier, LLCriticalDamp::getInterpolant(SPEED_ADJUST_TIME_CONSTANT));
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F32 new_speed_adjust = lerp(mAdjustedSpeed, desired_speed_multiplier, LLSmoothInterpolation::getInterpolant(SPEED_ADJUST_TIME_CONSTANT));
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// limit that rate at which the speed adjustment changes
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F32 speedDelta = llclamp(new_speed_adjust - mAdjustedSpeed, -SPEED_ADJUST_MAX_SEC * delta_time, SPEED_ADJUST_MAX_SEC * delta_time);
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@@ -305,8 +305,8 @@ BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask)
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{ // standing/turning
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// damp out speed adjustment to 0
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mAnimSpeed = lerp(mAnimSpeed, 1.f, LLCriticalDamp::getInterpolant(0.2f));
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//mPelvisOffset = lerp(mPelvisOffset, LLVector3::zero, LLCriticalDamp::getInterpolant(0.2f));
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mAnimSpeed = lerp(mAnimSpeed, 1.f, LLSmoothInterpolation::getInterpolant(0.2f));
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//mPelvisOffset = lerp(mPelvisOffset, LLVector3::zero, LLSmoothInterpolation::getInterpolant(0.2f));
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}
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// broadcast walk speed change
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@@ -384,7 +384,7 @@ BOOL LLFlyAdjustMotion::onUpdate(F32 time, U8* joint_mask)
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F32 target_roll = llclamp(ang_vel.mV[VZ], -4.f, 4.f) * roll_factor;
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// roll is critically damped interpolation between current roll and angular velocity-derived target roll
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mRoll = lerp(mRoll, target_roll, LLCriticalDamp::getInterpolant(0.1f));
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mRoll = lerp(mRoll, target_roll, LLSmoothInterpolation::getInterpolant(0.1f));
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LLQuaternion roll(mRoll, LLVector3(0.f, 0.f, 1.f));
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mPelvisState->setRotation(roll);
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