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Merged in "Fix Landing Behaviors" (http://foundry.openuru.org/fisheye/cru/CWE-10)
Fix Landing Behaviors How to Verify: The avatar should now land on the ground from jumps as in PotS. Therefore, standing jumps produce a full landing, downhill jumps produce a blended landing based on how far down the avatar fell, and uphill jumps produce no landing.
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@ -65,14 +65,14 @@ hsQuat::hsQuat(hsScalar rad, const hsVector3* axis)
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fZ = axis->fZ*s;
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}
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hsQuat hsQuat::Inverse()
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hsQuat hsQuat::Inverse() const
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{
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hsQuat q2 = Conjugate();
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hsScalar msInv = 1.0f/q2.MagnitudeSquared();
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return (q2 * msInv);
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}
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hsPoint3 hsQuat::Rotate(const hsScalarTriple* v)
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hsPoint3 hsQuat::Rotate(const hsScalarTriple* v) const
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{
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hsQuat qInv = Inverse();
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hsQuat qVec(v->fX, v->fY, v->fZ, 0);
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@ -71,7 +71,7 @@ public:
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{ fX = X; fY = Y; fZ = Z; fW = W; }
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void GetAngleAxis(hsScalar *rad, hsVector3 *axis) const;
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void SetAngleAxis(const hsScalar rad, const hsVector3 &axis);
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hsPoint3 Rotate(const hsScalarTriple* v);
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hsPoint3 Rotate(const hsScalarTriple* v) const;
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// Access operators
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hsScalar& operator[](int i) { return (&fX)[i]; }
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@ -94,7 +94,7 @@ public:
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hsScalar MagnitudeSquared();
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hsQuat Conjugate() const
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{ return hsQuat(-fX,-fY,-fZ,fW); }
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hsQuat Inverse();
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hsQuat Inverse() const;
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// Binary operators
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hsQuat operator-(const hsQuat&) const;
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hsQuat operator+(const hsQuat&) const;
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@ -133,8 +133,12 @@ void plWalkingController::RecalcVelocity(double timeNow, double timePrev, hsBool
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if (fController && !fWalkingStrategy->IsOnGround())
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{
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// PhysX Hack
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// LinearVelocity is always (0,0,0) outside the PhysController
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fImpactTime = fWalkingStrategy->GetAirTime();
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fImpactVelocity = fController->GetLinearVelocity();
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fImpactVelocity = fController->GetAchievedLinearVelocity();
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// convert orientation from subworld to avatar-local coordinates
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fImpactVelocity = (hsVector3)fController->GetLocalRotation().Rotate(&fImpactVelocity);
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fClearImpact = false;
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}
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else
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@ -147,6 +147,7 @@ public:
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virtual void CheckAndHandleAnyStateChanges();
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virtual void UpdateSubstepNonPhysical();
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virtual const hsPoint3& GetLocalPosition()=0;
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const hsQuat& GetLocalRotation() { return fLocalRotation; }
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virtual void MoveActorToSim();
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virtual void OverrideAchievedVelocity(hsVector3 newAchievedVel)
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