I was critically damp once. It was okay.
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@@ -334,11 +334,11 @@ void LLFollowCam::update()
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F32 force = focusOffsetDistance - focusThresholdNormalizedByDistance;
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*/
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F32 focusLagLerp = LLCriticalDamp::getInterpolant( mFocusLag );
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F32 focusLagLerp = LLSmoothInterpolation::getInterpolant( mFocusLag );
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focus_pt_agent = lerp( focus_pt_agent, whereFocusWantsToBe, focusLagLerp );
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mSimulatedFocusGlobal = gAgent.getPosGlobalFromAgent(focus_pt_agent);
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}
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mRelativeFocus = lerp(mRelativeFocus, (focus_pt_agent - mSubjectPosition) * ~mSubjectRotation, LLCriticalDamp::getInterpolant(0.05f));
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mRelativeFocus = lerp(mRelativeFocus, (focus_pt_agent - mSubjectPosition) * ~mSubjectRotation, LLSmoothInterpolation::getInterpolant(0.05f));
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}// if focus is not locked ---------------------------------------------
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@@ -421,7 +421,7 @@ void LLFollowCam::update()
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//-------------------------------------------------------------------------------------------------
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if ( distanceFromPositionToIdealPosition > mPositionThreshold )
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{
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F32 positionPullLerp = LLCriticalDamp::getInterpolant( mPositionLag );
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F32 positionPullLerp = LLSmoothInterpolation::getInterpolant( mPositionLag );
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simulated_pos_agent = lerp( simulated_pos_agent, whereCameraPositionWantsToBe, positionPullLerp );
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}
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@@ -441,7 +441,7 @@ void LLFollowCam::update()
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updateBehindnessConstraint(gAgent.getPosAgentFromGlobal(mSimulatedFocusGlobal), simulated_pos_agent);
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mSimulatedPositionGlobal = gAgent.getPosGlobalFromAgent(simulated_pos_agent);
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mRelativePos = lerp(mRelativePos, (simulated_pos_agent - mSubjectPosition) * ~mSubjectRotation, LLCriticalDamp::getInterpolant(0.05f));
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mRelativePos = lerp(mRelativePos, (simulated_pos_agent - mSubjectPosition) * ~mSubjectRotation, LLSmoothInterpolation::getInterpolant(0.05f));
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} // if position is not locked -----------------------------------------------------------
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@@ -496,7 +496,7 @@ BOOL LLFollowCam::updateBehindnessConstraint(LLVector3 focus, LLVector3& cam_pos
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if ( cameraOffsetAngle > mBehindnessMaxAngle )
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{
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F32 fraction = ((cameraOffsetAngle - mBehindnessMaxAngle) / cameraOffsetAngle) * LLCriticalDamp::getInterpolant(mBehindnessLag);
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F32 fraction = ((cameraOffsetAngle - mBehindnessMaxAngle) / cameraOffsetAngle) * LLSmoothInterpolation::getInterpolant(mBehindnessLag);
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cam_position = focus + horizontalSubjectBack * (slerp(fraction, camera_offset_rotation, LLQuaternion::DEFAULT));
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cam_position.mV[VZ] = cameraZ; // clamp z value back to what it was before we started messing with it
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constraint_active = TRUE;
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