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Merge pull request #2821 from AndrewMeadows/inertia
avatar walks up ledges
This commit is contained in:
commit
14bab0adbc
2 changed files with 77 additions and 22 deletions
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@ -46,6 +46,9 @@ const float PITCH_SPEED = 100.0f; // degrees/sec
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const float COLLISION_RADIUS_SCALAR = 1.2f; // pertains to avatar-to-avatar collisions
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const float COLLISION_RADIUS_SCALE = 0.125f;
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const float MIN_KEYBOARD_CONTROL_SPEED = 2.0f;
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const float MAX_WALKING_SPEED = 3.0f * MIN_KEYBOARD_CONTROL_SPEED;
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const float DATA_SERVER_LOCATION_CHANGE_UPDATE_MSECS = 5.0f * 1000.0f;
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// TODO: normalize avatar speed for standard avatar size, then scale all motion logic
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@ -64,7 +67,7 @@ MyAvatar::MyAvatar() :
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_wasPushing(false),
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_isPushing(false),
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_wasStuck(false),
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_trapDuration(0.0f),
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_thrust(0.0f),
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_motorVelocity(0.0f),
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_motorTimescale(DEFAULT_MOTOR_TIMESCALE),
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@ -226,7 +229,7 @@ void MyAvatar::simulate(float deltaTime) {
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if (_collisionGroups & COLLISION_GROUP_VOXELS) {
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updateCollisionWithVoxels(deltaTime, radius);
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} else {
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_wasStuck = false;
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_trapDuration = 0.0f;
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}
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if (_collisionGroups & COLLISION_GROUP_AVATARS) {
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updateCollisionWithAvatars(deltaTime);
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@ -718,8 +721,6 @@ void MyAvatar::updateMotorFromKeyboard(float deltaTime, bool walking) {
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if (directionLength > EPSILON) {
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direction /= directionLength;
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// the finalMotorSpeed depends on whether we are walking or not
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const float MIN_KEYBOARD_CONTROL_SPEED = 2.0f;
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const float MAX_WALKING_SPEED = 3.0f * MIN_KEYBOARD_CONTROL_SPEED;
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float finalMaxMotorSpeed = walking ? MAX_WALKING_SPEED : _maxMotorSpeed;
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float motorLength = glm::length(_motorVelocity);
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@ -949,48 +950,102 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
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static CollisionList myCollisions(64);
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void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
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const float MIN_STUCK_SPEED = 100.0f;
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const float MAX_VOXEL_COLLISION_SPEED = 100.0f;
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float speed = glm::length(_velocity);
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if (speed > MIN_STUCK_SPEED) {
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if (speed > MAX_VOXEL_COLLISION_SPEED) {
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// don't even bother to try to collide against voxles when moving very fast
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_trapDuration = 0.0f;
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return;
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}
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bool isTrapped = false;
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myCollisions.clear();
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const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
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if (Application::getInstance()->getVoxelTree()->findShapeCollisions(&boundingShape, myCollisions)) {
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if (Application::getInstance()->getVoxelTree()->findShapeCollisions(&boundingShape, myCollisions, Octree::TryLock)) {
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const float VOXEL_ELASTICITY = 0.0f;
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const float VOXEL_DAMPING = 0.0f;
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float capsuleRadius = boundingShape.getRadius();
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float capsuleHalfHeight = boundingShape.getHalfHeight();
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const float MAX_STEP_HEIGHT = capsuleRadius + capsuleHalfHeight;
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const float MIN_STEP_HEIGHT = 0.0f;
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glm::vec3 footBase = boundingShape.getPosition() - (capsuleRadius + capsuleHalfHeight) * _worldUpDirection;
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float highestStep = 0.0f;
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glm::vec3 stepPenetration(0.0f);
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glm::vec3 totalPenetration(0.0f);
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bool isStuck = false;
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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float depth = glm::length(collision->_penetration);
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if (depth > capsuleRadius) {
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isStuck = true;
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if (_wasStuck) {
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glm::vec3 cubeCenter = collision->_vecData;
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float cubeSide = collision->_floatData;
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glm::vec3 cubeCenter = collision->_vecData;
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float cubeSide = collision->_floatData;
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float verticalDepth = glm::dot(collision->_penetration, _worldUpDirection);
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float horizontalDepth = glm::length(collision->_penetration - verticalDepth * _worldUpDirection);
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const float MAX_TRAP_PERIOD = 0.125f;
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if (horizontalDepth > capsuleRadius || fabsf(verticalDepth) > MAX_STEP_HEIGHT) {
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isTrapped = true;
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if (_trapDuration > MAX_TRAP_PERIOD) {
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float distance = glm::dot(boundingShape.getPosition() - cubeCenter, _worldUpDirection);
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if (distance < 0.0f) {
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distance = fabsf(distance) + 0.5f * cubeSide;
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}
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distance += capsuleRadius + boundingShape.getHalfHeight();
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distance += capsuleRadius + capsuleHalfHeight;
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totalPenetration = addPenetrations(totalPenetration, - distance * _worldUpDirection);
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continue;
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}
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} else if (_trapDuration > MAX_TRAP_PERIOD) {
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// we're trapped, ignore this collision
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continue;
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}
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totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
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if (glm::dot(collision->_penetration, _velocity) >= 0.0f) {
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glm::vec3 cubeTop = cubeCenter + (0.5f * cubeSide) * _worldUpDirection;
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float stepHeight = glm::dot(_worldUpDirection, cubeTop - footBase);
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if (stepHeight > highestStep) {
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highestStep = stepHeight;
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stepPenetration = collision->_penetration;
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}
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}
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}
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float penetrationLength = glm::length(totalPenetration);
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if (penetrationLength < EPSILON) {
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_trapDuration = 0.0f;
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return;
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}
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float verticalPenetration = glm::dot(totalPenetration, _worldUpDirection);
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if (highestStep > MIN_STEP_HEIGHT && highestStep < MAX_STEP_HEIGHT && verticalPenetration <= 0.0f) {
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// we're colliding against an edge
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glm::vec3 targetVelocity = _motorVelocity;
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if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
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// rotate _motorVelocity into world frame
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glm::quat rotation = getHead()->getCameraOrientation();
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targetVelocity = rotation * _motorVelocity;
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}
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if (_wasPushing && glm::dot(targetVelocity, totalPenetration) > EPSILON) {
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// we're puhing into the edge, so we want to lift
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// remove unhelpful horizontal component of the step's penetration
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totalPenetration -= stepPenetration - (glm::dot(stepPenetration, _worldUpDirection) * _worldUpDirection);
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// further adjust penetration to help lift
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float liftSpeed = glm::max(MAX_WALKING_SPEED, speed);
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float thisStep = glm::min(liftSpeed * deltaTime, highestStep);
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float extraStep = glm::dot(totalPenetration, _worldUpDirection) + thisStep;
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if (extraStep > 0.0f) {
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totalPenetration -= extraStep * _worldUpDirection;
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}
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_position -= totalPenetration;
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} else {
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// we're not pushing into the edge, so let the avatar fall
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applyHardCollision(totalPenetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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} else {
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applyHardCollision(totalPenetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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applyHardCollision(totalPenetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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_wasStuck = isStuck;
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const float VOXEL_COLLISION_FREQUENCY = 0.5f;
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updateCollisionSound(myCollisions[0]->_penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
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} else {
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_wasStuck = false;
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}
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}
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_trapDuration = isTrapped ? _trapDuration + deltaTime : 0.0f;
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}
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void MyAvatar::applyHardCollision(const glm::vec3& penetration, float elasticity, float damping) {
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@ -126,7 +126,7 @@ private:
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bool _wasPushing;
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bool _isPushing;
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bool _wasStuck;
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float _trapDuration; // seconds that avatar has been trapped by collisions
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glm::vec3 _thrust; // final acceleration from outside sources for the current frame
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glm::vec3 _motorVelocity; // intended velocity of avatar motion
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