sprinting/physics work
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This commit is contained in:
austin 2025-05-29 21:09:40 -04:00
parent 557b6da7de
commit 5c5ba32df7
7 changed files with 11 additions and 8 deletions

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@ -174,7 +174,7 @@
"priorityCategory" : "CORE_MOVEMENT"
},
"sprintSystem" : {
"modifier" : 1.4,
"modifier" : 2.0,
"staminaMax" : 500,
"animationStartUp" : {
"nameThirdPerson" : "Sprint",

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@ -2069,6 +2069,7 @@ Fix sprint animation data
Color uniform on meshes
Fall and gravity tree fixes
Potential window fix
Sprinting/physics work

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@ -65,7 +65,7 @@ public class ClientSimulation {
//
//simulate bullet physics engine step
if(EngineState.EngineFlags.RUN_PHYSICS){
Globals.clientState.clientSceneWrapper.getCollisionEngine().simulatePhysics((float)Globals.engineState.timekeeper.getSimFrameTime());
Globals.clientState.clientSceneWrapper.getCollisionEngine().simulatePhysics();
Globals.clientState.clientSceneWrapper.getCollisionEngine().updateDynamicObjectTransforms();
}

View File

@ -313,9 +313,8 @@ public class CollisionEngine {
/**
* Performs the collision and simulation phases for this collision engine
* @param time The time to increment the physics simulation by
*/
public void simulatePhysics(float time){
public void simulatePhysics(){
Globals.profiler.beginCpuSample("physics");
spaceLock.lock();
// remove all contact joints
@ -1217,7 +1216,7 @@ public class CollisionEngine {
protected DBody createDBody(DGeom ...geom){
spaceLock.lock();
DBody body = OdeHelper.createBody(world);
body.setDamping(DEFAULT_LINEAR_DAMPING, DEFAULT_ANGULAR_DAMPING);
// body.setDamping(DEFAULT_LINEAR_DAMPING, DEFAULT_ANGULAR_DAMPING);
body.setMaxAngularSpeed(DEFAULT_MAX_ANGULAR_SPEED);
if(geom != null){
for(int i = 0; i < geom.length; i++){

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@ -64,7 +64,7 @@ public class Main {
/**
* target amount of time per frame
*/
public static float targetFrameRate = 144.0f;
public static float targetFrameRate = 60.0f;
/**
* Target period per frame
*/

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@ -264,7 +264,7 @@ public class ServerGroundMovementTree implements BehaviorTree {
// System.out.println(movementVector + " " + velocity * Main.deltaTime);
//state machine
switch(state){
switch(this.state){
case STARTUP: {
CreatureUtils.setFacingVector(parent, facingVector);
rotation.set(movementQuaternion);
@ -431,6 +431,9 @@ public class ServerGroundMovementTree implements BehaviorTree {
} break;
case IDLE: {
} break;
default: {
throw new Error("Unsupported state!? " + this.state);
}
}
}

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@ -243,7 +243,7 @@ public class Realm {
//
//simulate bullet physics engine step
if(EngineState.EngineFlags.RUN_PHYSICS){
collisionEngine.simulatePhysics((float)Globals.engineState.timekeeper.getSimFrameTime());
collisionEngine.simulatePhysics();
collisionEngine.updateDynamicObjectTransforms();
PhysicsEntityUtils.serverRepositionEntities(this,collisionEngine);
chemistryEngine.collide();