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authorAndrey Kleshchev <andreykproductengine@lindenlab.com>2017-12-11 13:50:24 +0000
committerAndrey Kleshchev <andreykproductengine@lindenlab.com>2017-12-11 13:50:24 +0000
commitd86616cc6670882da2ecd23c3089d71869bb7c2c (patch)
treeeb660b32622482d1757ba0ed4d70a8ff4c95d84f
parentfbbac52dd93b013cf237445855d4b1510fff56e5 (diff)
Merged in MAINT-8066 "Breasts Bounce" increases at low fps.
Approved-by: Andrey Lihatskiy <andreylproductengine@lindenlab.com> Approved-by: Simon Linden <simon@lindenlab.com> Approved-by: Maxim Nikolenko <maximnproductengine@lindenlab.com>
-rw-r--r--indra/newview/llphysicsmotion.cpp14
1 files changed, 13 insertions, 1 deletions
diff --git a/indra/newview/llphysicsmotion.cpp b/indra/newview/llphysicsmotion.cpp
index 69f5dd1914..08d734ddac 100644
--- a/indra/newview/llphysicsmotion.cpp
+++ b/indra/newview/llphysicsmotion.cpp
@@ -44,7 +44,7 @@ typedef std::map<std::string, std::string> controller_map_t;
typedef std::map<std::string, F32> default_controller_map_t;
#define MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION 0.f
-#define TIME_ITERATION_STEP 0.1f
+#define TIME_ITERATION_STEP 0.05f
inline F64 llsgn(const F64 a)
{
@@ -549,6 +549,18 @@ BOOL LLPhysicsMotion::onUpdate(F32 time)
// Break up the physics into a bunch of iterations so that differing framerates will show
// roughly the same behavior.
+ // Explanation/example: Lets assume we have a bouncing object. Said abjects bounces at a
+ // trajectory that has points A>B>C. Object bounces from A to B with specific speed.
+ // It needs time T to move from A to B.
+ // As long as our frame's time significantly smaller then T our motion will be split into
+ // multiple parts. with each part speed will decrease. Object will reach B position (roughly)
+ // and bounce/fall back to A.
+ // But if frame's time (F_T) is larger then T, object will move with same speed for whole F_T
+ // and will jump over point B up to C ending up with increased amplitude. To avoid that we
+ // split F_T into smaller portions so that when frame's time is too long object can virtually
+ // bounce at right (relatively) position.
+ // Note: this doesn't look to be optimal, since it provides only "roughly same" behavior, but
+ // irregularity at higher fps looks to be insignificant so it works good enough for low fps.
for (F32 time_iteration = 0; time_iteration <= time_delta; time_iteration += TIME_ITERATION_STEP)
{
F32 time_iteration_step = TIME_ITERATION_STEP;