I was critically damp once. It was okay.
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@@ -3298,7 +3298,7 @@ void LLVOAvatar::idleUpdateWindEffect()
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LLVector3 velocity = getVelocity();
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F32 speed = velocity.length();
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//RN: velocity varies too much frame to frame for this to work
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mRippleAccel.clearVec();//lerp(mRippleAccel, (velocity - mLastVel) * time_delta, LLCriticalDamp::getInterpolant(0.02f));
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mRippleAccel.clearVec();//lerp(mRippleAccel, (velocity - mLastVel) * time_delta, LLSmoothInterpolation::getInterpolant(0.02f));
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mLastVel = velocity;
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LLVector4 wind;
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wind.setVec(getRegion()->mWind.getVelocityNoisy(getPositionAgent(), 4.f) - velocity);
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@@ -3321,11 +3321,11 @@ void LLVOAvatar::idleUpdateWindEffect()
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F32 interp;
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if (wind.mV[VW] > mWindVec.mV[VW])
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{
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interp = LLCriticalDamp::getInterpolant(0.2f);
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interp = LLSmoothInterpolation::getInterpolant(0.2f);
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}
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else
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{
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interp = LLCriticalDamp::getInterpolant(0.4f);
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interp = LLSmoothInterpolation::getInterpolant(0.4f);
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}
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mWindVec = lerp(mWindVec, wind, interp);
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@@ -4018,7 +4018,7 @@ LLVector3 LLVOAvatar::idleUpdateNameTagPosition(const LLVector3& root_pos_last)
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mTargetRootToHeadOffset = head_offset;
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}
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mCurRootToHeadOffset = lerp(mCurRootToHeadOffset, mTargetRootToHeadOffset, LLCriticalDamp::getInterpolant(0.2f));
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mCurRootToHeadOffset = lerp(mCurRootToHeadOffset, mTargetRootToHeadOffset, LLSmoothInterpolation::getInterpolant(0.2f));
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LLVector3 name_position = mRoot->getLastWorldPosition() + (mCurRootToHeadOffset * root_rot);
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name_position += (local_camera_up * root_rot) - (projected_vec(local_camera_at * root_rot, camera_to_av));
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@@ -4594,7 +4594,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
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// Set the root rotation, but do so incrementally so that it
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// lags in time by some fixed amount.
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//F32 u = LLCriticalDamp::getInterpolant(PELVIS_LAG);
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//F32 u = LLSmoothInterpolation::getInterpolant(PELVIS_LAG);
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F32 pelvis_lag_time = 0.f;
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if (self_in_mouselook)
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{
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