I was critically damp once. It was okay.
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@@ -352,7 +352,7 @@ void LLAgentCamera::resetView(BOOL reset_camera, BOOL change_camera)
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LLVector3 agent_at_axis = gAgent.getAtAxis();
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agent_at_axis -= projected_vec(agent_at_axis, gAgent.getReferenceUpVector());
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agent_at_axis.normalize();
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gAgent.resetAxes(lerp(gAgent.getAtAxis(), agent_at_axis, LLCriticalDamp::getInterpolant(0.3f)));
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gAgent.resetAxes(lerp(gAgent.getAtAxis(), agent_at_axis, LLSmoothInterpolation::getInterpolant(0.3f)));
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}
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setFocusOnAvatar(TRUE, ANIMATE);
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@@ -1299,7 +1299,7 @@ void LLAgentCamera::updateCamera()
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gAgentCamera.clearPanKeys();
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// lerp camera focus offset
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mCameraFocusOffset = lerp(mCameraFocusOffset, mCameraFocusOffsetTarget, LLCriticalDamp::getInterpolant(CAMERA_FOCUS_HALF_LIFE));
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mCameraFocusOffset = lerp(mCameraFocusOffset, mCameraFocusOffsetTarget, LLSmoothInterpolation::getInterpolant(CAMERA_FOCUS_HALF_LIFE));
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if ( mCameraMode == CAMERA_MODE_FOLLOW )
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{
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@@ -1418,7 +1418,7 @@ void LLAgentCamera::updateCamera()
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const F32 SMOOTHING_HALF_LIFE = 0.02f;
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static const LLCachedControl<F32> camera_position_smoothing("CameraPositionSmoothing");
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F32 smoothing = LLCriticalDamp::getInterpolant(camera_position_smoothing * SMOOTHING_HALF_LIFE, FALSE);
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F32 smoothing = LLSmoothInterpolation::getInterpolant(camera_position_smoothing * SMOOTHING_HALF_LIFE, FALSE);
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if (!mFocusObject) // we differentiate on avatar mode
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{
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@@ -1448,7 +1448,7 @@ void LLAgentCamera::updateCamera()
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}
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mCameraCurrentFOVZoomFactor = lerp(mCameraCurrentFOVZoomFactor, mCameraFOVZoomFactor, LLCriticalDamp::getInterpolant(FOV_ZOOM_HALF_LIFE));
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mCameraCurrentFOVZoomFactor = lerp(mCameraCurrentFOVZoomFactor, mCameraFOVZoomFactor, LLSmoothInterpolation::getInterpolant(FOV_ZOOM_HALF_LIFE));
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// LL_INFOS() << "Current FOV Zoom: " << mCameraCurrentFOVZoomFactor << " Target FOV Zoom: " << mCameraFOVZoomFactor << " Object penetration: " << mFocusObjectDist << LL_ENDL;
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@@ -1615,7 +1615,7 @@ F32 LLAgentCamera::calcCustomizeAvatarUIOffset( const LLVector3d& camera_pos_glo
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}
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}
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F32 range = (F32)dist_vec(camera_pos_global, gAgentCamera.getFocusGlobal());
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mUIOffset = lerp(mUIOffset, ui_offset, LLCriticalDamp::getInterpolant(0.05f));
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mUIOffset = lerp(mUIOffset, ui_offset, LLSmoothInterpolation::getInterpolant(0.05f));
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return mUIOffset * range;
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}
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@@ -1924,7 +1924,7 @@ LLVector3d LLAgentCamera::calcCameraPositionTargetGlobal(BOOL *hit_limit)
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if (mTargetCameraDistance != mCurrentCameraDistance)
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{
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F32 camera_lerp_amt = LLCriticalDamp::getInterpolant(CAMERA_ZOOM_HALF_LIFE);
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F32 camera_lerp_amt = LLSmoothInterpolation::getInterpolant(CAMERA_ZOOM_HALF_LIFE);
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mCurrentCameraDistance = lerp(mCurrentCameraDistance, mTargetCameraDistance, camera_lerp_amt);
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}
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@@ -1941,7 +1941,7 @@ LLVector3d LLAgentCamera::calcCameraPositionTargetGlobal(BOOL *hit_limit)
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if (isAgentAvatarValid())
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{
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LLVector3d camera_lag_d;
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F32 lag_interp = LLCriticalDamp::getInterpolant(CAMERA_LAG_HALF_LIFE);
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F32 lag_interp = LLSmoothInterpolation::getInterpolant(CAMERA_LAG_HALF_LIFE);
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LLVector3 target_lag;
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LLVector3 vel = gAgent.getVelocity();
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@@ -1987,7 +1987,7 @@ LLVector3d LLAgentCamera::calcCameraPositionTargetGlobal(BOOL *hit_limit)
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}
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else
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{
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mCameraLag = lerp(mCameraLag, LLVector3::zero, LLCriticalDamp::getInterpolant(0.15f));
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mCameraLag = lerp(mCameraLag, LLVector3::zero, LLSmoothInterpolation::getInterpolant(0.15f));
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}
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camera_lag_d.setVec(mCameraLag);
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