MyCharacterController::MyCharacterController(MyAvatar* avatar) { _halfHeight = 1.0f; assert(avatar); _avatar = avatar; _enabled = false; _floorDistance = MAX_FALL_HEIGHT; _walkVelocity.setValue(0.0f, 0.0f, 0.0f); _hmdVelocity.setValue(0.0f, 0.0f, 0.0f); _jumpSpeed = JUMP_SPEED; _isOnGround = false; _isJumping = false; _isFalling = false; _isHovering = true; _isPushingUp = false; _jumpToHoverStart = 0; _lastStepDuration = 0.0f; _pendingFlags = PENDING_FLAG_UPDATE_SHAPE; updateShapeIfNecessary(); }
DynamicCharacterController::DynamicCharacterController(AvatarData* avatarData) { _halfHeight = 1.0f; _shape = nullptr; _rigidBody = nullptr; assert(avatarData); _avatarData = avatarData; _enabled = false; _floorDistance = MAX_FALL_HEIGHT; _walkVelocity.setValue(0.0f,0.0f,0.0f); _jumpSpeed = JUMP_SPEED; _isOnGround = false; _isJumping = false; _isFalling = false; _isHovering = true; _isPushingUp = false; _jumpToHoverStart = 0; _pendingFlags = PENDING_FLAG_UPDATE_SHAPE; updateShapeIfNecessary(); }