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-rw-r--r--indra/newview/llphysicsmotion.cpp34
1 files changed, 19 insertions, 15 deletions
diff --git a/indra/newview/llphysicsmotion.cpp b/indra/newview/llphysicsmotion.cpp
index 15d39c231f..f48ce680fd 100644
--- a/indra/newview/llphysicsmotion.cpp
+++ b/indra/newview/llphysicsmotion.cpp
@@ -44,7 +44,9 @@ 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
+// we use TIME_ITERATION_STEP_MAX in division operation, make sure this is a simple
+// value and devision result won't end with repeated/recurring tail like 1.333(3)
+#define TIME_ITERATION_STEP_MAX 0.05f // minimal step size will end up as 0.025
inline F64 llsgn(const F64 a)
{
@@ -480,7 +482,7 @@ BOOL LLPhysicsMotion::onUpdate(F32 time)
if (!mParamDriver)
return FALSE;
- if (!mLastTime)
+ if (!mLastTime || mLastTime >= time)
{
mLastTime = time;
return FALSE;
@@ -491,12 +493,6 @@ BOOL LLPhysicsMotion::onUpdate(F32 time)
//
const F32 time_delta = time - mLastTime;
-
- // Don't update too frequently, to avoid precision errors from small time slices.
- if (time_delta <= .01)
- {
- return FALSE;
- }
// If less than 1FPS, we don't want to be spending time updating physics at all.
if (time_delta > 1.0)
@@ -555,14 +551,22 @@ BOOL LLPhysicsMotion::onUpdate(F32 time)
// Break up the physics into a bunch of iterations so that differing framerates will show
// roughly the same behavior.
- for (F32 time_iteration = 0; time_iteration <= time_delta; time_iteration += TIME_ITERATION_STEP)
+ // 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.
+ U32 steps = (U32)(time_delta / TIME_ITERATION_STEP_MAX) + 1;
+ F32 time_iteration_step = time_delta / (F32)steps; //minimal step size ends up as 0.025
+ for (U32 i = 0; i < steps; i++)
{
- F32 time_iteration_step = TIME_ITERATION_STEP;
- if (time_iteration + TIME_ITERATION_STEP > time_delta)
- {
- time_iteration_step = time_delta-time_iteration;
- }
-
// mPositon_local should be in normalized 0,1 range already. Just making sure...
const F32 position_current_local = llclamp(mPosition_local,
0.0f,