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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
RWTH VR Toolkit
Commits
b062819e
Commit
b062819e
authored
1 year ago
by
David Gilbert
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docs(navigation): small typo fixes
parent
1fa4703d
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1 merge request
!41
walking movement improvements: fix blocked ghost movement, be able to handle...
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1 changed file
Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp
+4
-4
4 additions, 4 deletions
Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp
with
4 additions
and
4 deletions
Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp
+
4
−
4
View file @
b062819e
...
@@ -174,7 +174,7 @@ void UVRPawnMovement::MoveOutOfNewDynamicCollisions()
...
@@ -174,7 +174,7 @@ void UVRPawnMovement::MoveOutOfNewDynamicCollisions()
FVector
ResolveDirection
=
1.5f
*
ResolveDirectionOptional
.
GetValue
();
//scale it up for security distance
FVector
ResolveDirection
=
1.5f
*
ResolveDirectionOptional
.
GetValue
();
//scale it up for security distance
UpdatedComponent
->
AddWorldOffset
(
ResolveDirection
);
UpdatedComponent
->
AddWorldOffset
(
ResolveDirection
);
//invalidate the last collision-free position, since apparently something change so
e
w got into this collision
//invalidate the last collision-free position, since apparently something change
d
so w
e
got into this collision
LastCollisionFreeCapsulePosition
.
Reset
();
LastCollisionFreeCapsulePosition
.
Reset
();
}
}
}
}
...
@@ -183,7 +183,7 @@ void UVRPawnMovement::CheckForPhysWalkingCollision()
...
@@ -183,7 +183,7 @@ void UVRPawnMovement::CheckForPhysWalkingCollision()
{
{
if
(
!
LastCollisionFreeCapsulePosition
.
IsSet
())
if
(
!
LastCollisionFreeCapsulePosition
.
IsSet
())
{
{
//we don't know any old
locat
ion-free location, so do nothing here
//we don't know any old
collis
ion-free location, so do nothing here
return
;
return
;
}
}
...
@@ -327,7 +327,7 @@ TOptional<FVector> UVRPawnMovement::GetOverlapResolveDirection() const
...
@@ -327,7 +327,7 @@ TOptional<FVector> UVRPawnMovement::GetOverlapResolveDirection() const
}
}
FVector
ResolveVector
=
FVector
::
ZeroVector
;
FVector
ResolveVector
=
FVector
::
ZeroVector
;
//check what to do to move out of these collisions (or nothing if non is there)
//check what to do to move out of these collisions (or nothing if non
e
is there)
//we just add the penetrations so in very unfortunate conditions this can become problematic/blocking but for now and our regular use cases this works
//we just add the penetrations so in very unfortunate conditions this can become problematic/blocking but for now and our regular use cases this works
for
(
const
UPrimitiveComponent
*
OverlappingComp
:
OverlappingComponents
)
for
(
const
UPrimitiveComponent
*
OverlappingComp
:
OverlappingComponents
)
{
{
...
...
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