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test fix
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@@ -378,37 +378,63 @@ bool Strip::CheckRotation(float deltaTime, ModelComponent& modelComponent) {
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LOG("Diff: x=%f, y=%f, z=%f", std::abs(Math::RadToDeg(diff.x)), std::abs(Math::RadToDeg(diff.y)), std::abs(Math::RadToDeg(diff.z)));
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LOG("Velocity: x=%f, y=%f, z=%f", Math::RadToDeg(getAngVel.angVelocity.x) * deltaTime, Math::RadToDeg(getAngVel.angVelocity.y) * deltaTime, Math::RadToDeg(getAngVel.angVelocity.z) * deltaTime);
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m_PreviousFrameRotation = curRotation;
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auto angVel = diff;
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angVel.x = std::abs(Math::RadToDeg(angVel.x));
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angVel.y = std::abs(Math::RadToDeg(angVel.y));
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angVel.z = std::abs(Math::RadToDeg(angVel.z));
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// Convert frame delta (radians) to absolute degrees moved this frame per axis.
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// Use the reported angular velocity (radians/sec) * deltaTime instead of extracting
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// Euler angles from the quaternion difference. Extracting Euler angles from a
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// combined-axis quaternion won't produce per-axis rotations when axes rotate
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// simultaneously, which caused late stopping. Using angular velocity is consistent
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// with how velocity is applied in SimplePhysicsComponent.
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NiPoint3 angMovedDegrees = NiPoint3(std::abs(Math::RadToDeg(getAngVel.angVelocity.x) * deltaTime),
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std::abs(Math::RadToDeg(getAngVel.angVelocity.y) * deltaTime),
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std::abs(Math::RadToDeg(getAngVel.angVelocity.z) * deltaTime));
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const auto [rotateX, rotateY, rotateZ] = m_InActionTranslation;
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bool rotateFinished = true;
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bool rotateFinished = true; // assume finished until an axis proves otherwise
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NiPoint3 finalRotationAdjustment = NiPoint3Constant::ZERO;
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// Use a small epsilon to avoid missing the exact-zero case due to floating point
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constexpr float EPS_DEG = 1e-3f;
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// Handle each axis independently so we can rotate on multiple axes at once.
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if (rotateX != 0.0f) {
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m_InActionTranslation.x -= angVel.x;
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rotateFinished = std::signbit(m_InActionTranslation.x) != std::signbit(rotateX);
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finalRotationAdjustment.x = Math::DegToRad(m_InActionTranslation.x);
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} else if (rotateY != 0.0f) {
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m_InActionTranslation.y -= angVel.y;
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rotateFinished = std::signbit(m_InActionTranslation.y) != std::signbit(rotateY);
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finalRotationAdjustment.y = Math::DegToRad(m_InActionTranslation.y);
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} else if (rotateZ != 0.0f) {
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m_InActionTranslation.z -= angVel.z;
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rotateFinished = std::signbit(m_InActionTranslation.z) != std::signbit(rotateZ);
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finalRotationAdjustment.z = Math::DegToRad(m_InActionTranslation.z);
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m_InActionTranslation.x -= angMovedDegrees.x;
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// Finished if we crossed zero or are within epsilon
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if (std::signbit(m_InActionTranslation.x) != std::signbit(rotateX) || std::abs(m_InActionTranslation.x) <= EPS_DEG) {
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finalRotationAdjustment.x = Math::DegToRad(m_InActionTranslation.x);
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m_InActionTranslation.x = 0.0f;
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} else {
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rotateFinished = false;
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}
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}
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if (rotateFinished && m_InActionTranslation != NiPoint3Constant::ZERO) {
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LOG("Rotation finished, zeroing angVel");
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if (rotateY != 0.0f) {
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m_InActionTranslation.y -= angMovedDegrees.y;
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if (std::signbit(m_InActionTranslation.y) != std::signbit(rotateY) || std::abs(m_InActionTranslation.y) <= EPS_DEG) {
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finalRotationAdjustment.y = Math::DegToRad(m_InActionTranslation.y);
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m_InActionTranslation.y = 0.0f;
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} else {
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rotateFinished = false;
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}
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}
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angVel.x = Math::DegToRad(angVel.x);
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angVel.y = Math::DegToRad(angVel.y);
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angVel.z = Math::DegToRad(angVel.z);
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if (rotateZ != 0.0f) {
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m_InActionTranslation.z -= angMovedDegrees.z;
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if (std::signbit(m_InActionTranslation.z) != std::signbit(rotateZ) || std::abs(m_InActionTranslation.z) <= EPS_DEG) {
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finalRotationAdjustment.z = Math::DegToRad(m_InActionTranslation.z);
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m_InActionTranslation.z = 0.0f;
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} else {
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rotateFinished = false;
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}
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}
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if (rotateFinished && (finalRotationAdjustment != NiPoint3Constant::ZERO)) {
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LOG("Rotation finished, zeroing angVel for finished axes");
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// Zero only the angular velocity channels that have just finished.
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if (rotateX != 0.0f) getAngVel.angVelocity.x = 0.0f;
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else if (rotateY != 0.0f) getAngVel.angVelocity.y = 0.0f;
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else if (rotateZ != 0.0f) getAngVel.angVelocity.z = 0.0f;
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if (rotateY != 0.0f) getAngVel.angVelocity.y = 0.0f;
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if (rotateZ != 0.0f) getAngVel.angVelocity.z = 0.0f;
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GameMessages::SetAngularVelocity setAngVel{};
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setAngVel.target = modelComponent.GetParent()->GetObjectID();
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@@ -422,8 +448,10 @@ bool Strip::CheckRotation(float deltaTime, ModelComponent& modelComponent) {
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currentRot.Normalize();
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modelComponent.GetParent()->SetRotation(currentRot);
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m_InActionTranslation = NiPoint3Constant::ZERO;
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m_IsRotating = false;
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// If all axes are zeroed out then stop rotating
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if (m_InActionTranslation == NiPoint3Constant::ZERO) {
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m_IsRotating = false;
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}
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}
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LOG("angVel: x=%f, y=%f, z=%f", m_InActionTranslation.x, m_InActionTranslation.y, m_InActionTranslation.z);
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