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author | Sybren A. Stüvel <sybren@stuvel.eu> | 2015-07-06 13:20:29 +0300 |
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committer | Sybren A. Stüvel <sybren@stuvel.eu> | 2015-07-06 13:20:29 +0300 |
commit | be07ab58c66edf7368729c286d2dc6afaf76a4b8 (patch) | |
tree | a4efcf3e7fcf32dae15f8071ebeaf8c1522d6916 /source/gameengine | |
parent | 28d712b238af6b270675859d686bd99b16d2083e (diff) |
BGE Fix T45207: Camera actuator shakes with low height
The camera-aiming code was using a near-zero-length cross product, which
caused oscillations. Thresholding on the cross product length seems to
fix this.
Reviewers: lucky3, Matpi, lordloki
Reviewed By: lordloki
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1387
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Ketsji/KX_CameraActuator.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp index 4dc30ae1672..3d1802bb2a6 100644 --- a/source/gameengine/Ketsji/KX_CameraActuator.cpp +++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp @@ -290,11 +290,15 @@ bool KX_CameraActuator::Update(double curtime, bool frame) /* only for it lies: cross test and perpendicular bites up */ if (inp < 0.0f) { - if (fp1[0] * fp2[1] - fp1[1] * fp2[0] > 0.0f) { + /* Don't do anything if the cross product is too small. + * The camera up-axis becomes unstable and starts to oscillate. + * The 0.01f threshold is arbitrary but seems to work well in practice. */ + float cross = fp1[0] * fp2[1] - fp1[1] * fp2[0]; + if (cross > 0.01f) { from[0] -= fac * fp1[1]; from[1] += fac * fp1[0]; } - else { + else if (cross < -0.01f) { from[0] += fac * fp1[1]; from[1] -= fac * fp1[0]; } |