mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-14 23:28:27 +02:00
improved isStuck detection and MyAvatar::safeLanding() trigger
This commit is contained in:
parent
9382fb8745
commit
32400a6baf
8 changed files with 313 additions and 191 deletions
|
@ -6282,11 +6282,13 @@ void Application::tryToEnablePhysics() {
|
|||
// process octree stats packets are sent in between full sends of a scene (this isn't currently true).
|
||||
// We keep physics disabled until we've received a full scene and everything near the avatar in that
|
||||
// scene is ready to compute its collision shape.
|
||||
if (getMyAvatar()->isReadyForPhysics()) {
|
||||
auto myAvatar = getMyAvatar();
|
||||
if (myAvatar->isReadyForPhysics()) {
|
||||
myAvatar->getCharacterController()->setPhysicsEngine(_physicsEngine);
|
||||
_octreeProcessor.resetSafeLanding();
|
||||
_physicsEnabled = true;
|
||||
setIsInterstitialMode(false);
|
||||
getMyAvatar()->updateMotionBehaviorFromMenu();
|
||||
myAvatar->updateMotionBehaviorFromMenu();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -6577,7 +6579,7 @@ void Application::update(float deltaTime) {
|
|||
avatarManager->handleProcessedPhysicsTransaction(transaction);
|
||||
|
||||
myAvatar->prepareForPhysicsSimulation();
|
||||
_physicsEngine->enableGlobalContactAddedCallback(myAvatar->isFlying());
|
||||
myAvatar->getCharacterController()->preSimulation();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6630,6 +6632,7 @@ void Application::update(float deltaTime) {
|
|||
|
||||
{
|
||||
PROFILE_RANGE(simulation_physics, "MyAvatar");
|
||||
myAvatar->getCharacterController()->postSimulation();
|
||||
myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
|
||||
}
|
||||
|
||||
|
|
|
@ -733,7 +733,7 @@ void MyAvatar::update(float deltaTime) {
|
|||
// When needed and ready, arrange to check and fix.
|
||||
_physicsSafetyPending = false;
|
||||
if (_goToSafe) {
|
||||
safeLanding(_goToPosition); // no-op if already safe
|
||||
safeLanding(_goToPosition); // no-op if safeLanding logic determines already safe
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2733,24 +2733,21 @@ void MyAvatar::nextAttitude(glm::vec3 position, glm::quat orientation) {
|
|||
void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
|
||||
glm::vec3 position;
|
||||
glm::quat orientation;
|
||||
if (_characterController.isEnabledAndReady()) {
|
||||
if (_characterController.isEnabledAndReady() && !(_characterController.needsSafeLandingSupport() || _goToPending)) {
|
||||
_characterController.getPositionAndOrientation(position, orientation);
|
||||
setWorldVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
|
||||
} else {
|
||||
position = getWorldPosition();
|
||||
orientation = getWorldOrientation();
|
||||
if (_characterController.needsSafeLandingSupport() && !_goToPending) {
|
||||
_goToPending = true;
|
||||
_goToSafe = true;
|
||||
_goToPosition = position;
|
||||
}
|
||||
setWorldVelocity(getWorldVelocity() + _characterController.getFollowVelocity());
|
||||
}
|
||||
nextAttitude(position, orientation);
|
||||
_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
|
||||
|
||||
if (_characterController.isEnabledAndReady()) {
|
||||
setWorldVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
|
||||
if (_characterController.isStuck()) {
|
||||
_physicsSafetyPending = true;
|
||||
_goToPosition = position;
|
||||
}
|
||||
} else {
|
||||
setWorldVelocity(getWorldVelocity() + _characterController.getFollowVelocity());
|
||||
}
|
||||
}
|
||||
|
||||
QString MyAvatar::getScriptedMotorFrame() const {
|
||||
|
|
|
@ -36,10 +36,10 @@ MyCharacterController::MyCharacterController(std::shared_ptr<MyAvatar> avatar) {
|
|||
MyCharacterController::~MyCharacterController() {
|
||||
}
|
||||
|
||||
void MyCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||
CharacterController::setDynamicsWorld(world);
|
||||
if (world && _rigidBody) {
|
||||
initRayShotgun(world);
|
||||
void MyCharacterController::addToWorld() {
|
||||
CharacterController::addToWorld();
|
||||
if (_rigidBody) {
|
||||
initRayShotgun(_physicsEngine->getDynamicsWorld());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -204,7 +204,7 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
|
|||
}
|
||||
|
||||
int32_t MyCharacterController::computeCollisionMask() const {
|
||||
int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR;
|
||||
int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR;
|
||||
if (_collisionless && _collisionlessAllowed) {
|
||||
collisionMask = BULLET_COLLISION_MASK_COLLISIONLESS;
|
||||
} else if (!_collideWithOtherAvatars) {
|
||||
|
@ -216,16 +216,17 @@ int32_t MyCharacterController::computeCollisionMask() const {
|
|||
void MyCharacterController::handleChangedCollisionMask() {
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_MASK) {
|
||||
// ATM the easiest way to update collision groups/masks is to remove/re-add the RigidBody
|
||||
if (_dynamicsWorld) {
|
||||
_dynamicsWorld->removeRigidBody(_rigidBody);
|
||||
int32_t collisionMask = computeCollisionMask();
|
||||
_dynamicsWorld->addRigidBody(_rigidBody, BULLET_COLLISION_GROUP_MY_AVATAR, collisionMask);
|
||||
}
|
||||
// but we don't do it here. Instead we set some flags to remind us to do it later.
|
||||
_pendingFlags |= (PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_ADD_TO_SIMULATION);
|
||||
_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_MASK;
|
||||
updateCurrentGravity();
|
||||
}
|
||||
}
|
||||
|
||||
bool MyCharacterController::needsSafeLandingSupport() const {
|
||||
return _isStuck && 0 == (_numStuckFrames % NUM_FRAMES_FOR_SAFE_LANDING_RETRY);
|
||||
}
|
||||
|
||||
btConvexHullShape* MyCharacterController::computeShape() const {
|
||||
// HACK: the avatar collides using convex hull with a collision margin equal to
|
||||
// the old capsule radius. Two points define a capsule and additional points are
|
||||
|
@ -447,12 +448,12 @@ public:
|
|||
std::vector<MyCharacterController::RayAvatarResult> MyCharacterController::rayTest(const btVector3& origin, const btVector3& direction,
|
||||
const btScalar& length, const QVector<uint>& jointsToExclude) const {
|
||||
std::vector<RayAvatarResult> foundAvatars;
|
||||
if (_dynamicsWorld) {
|
||||
if (_physicsEngine) {
|
||||
btVector3 end = origin + length * direction;
|
||||
DetailedRayResultCallback rayCallback = DetailedRayResultCallback();
|
||||
rayCallback.m_flags |= btTriangleRaycastCallback::kF_KeepUnflippedNormal;
|
||||
rayCallback.m_flags |= btTriangleRaycastCallback::kF_UseSubSimplexConvexCastRaytest;
|
||||
_dynamicsWorld->rayTest(origin, end, rayCallback);
|
||||
_physicsEngine->getDynamicsWorld()->rayTest(origin, end, rayCallback);
|
||||
if (rayCallback.m_hitFractions.size() > 0) {
|
||||
foundAvatars.reserve(rayCallback.m_hitFractions.size());
|
||||
for (int32_t i = 0; i < rayCallback.m_hitFractions.size(); i++) {
|
||||
|
|
|
@ -26,7 +26,7 @@ public:
|
|||
explicit MyCharacterController(std::shared_ptr<MyAvatar> avatar);
|
||||
~MyCharacterController ();
|
||||
|
||||
void setDynamicsWorld(btDynamicsWorld* world) override;
|
||||
void addToWorld() override;
|
||||
void updateShapeIfNecessary() override;
|
||||
|
||||
// Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too
|
||||
|
@ -69,9 +69,10 @@ public:
|
|||
int32_t computeCollisionMask() const override;
|
||||
void handleChangedCollisionMask() override;
|
||||
|
||||
bool _collideWithOtherAvatars{ true };
|
||||
void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; }
|
||||
|
||||
bool needsSafeLandingSupport() const;
|
||||
|
||||
protected:
|
||||
void initRayShotgun(const btCollisionWorld* world);
|
||||
void updateMassProperties() override;
|
||||
|
@ -88,6 +89,7 @@ protected:
|
|||
btScalar _density { 1.0f };
|
||||
|
||||
std::vector<DetailedMotionState*> _detailedMotionStates;
|
||||
bool _collideWithOtherAvatars { true };
|
||||
};
|
||||
|
||||
#endif // hifi_MyCharacterController_h
|
||||
|
|
|
@ -11,14 +11,136 @@
|
|||
|
||||
#include "CharacterController.h"
|
||||
|
||||
#include <NumericalConstants.h>
|
||||
#include <AvatarConstants.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include <PhysicsCollisionGroups.h>
|
||||
|
||||
#include "ObjectMotionState.h"
|
||||
#include "PhysicsHelpers.h"
|
||||
#include "PhysicsLogging.h"
|
||||
|
||||
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
|
||||
static bool _flippedThisFrame = false;
|
||||
|
||||
// Note: flipBackfaceTriangleNormals is registered as a sub-callback to Bullet's gContactAddedCallback feature
|
||||
// when we detect MyAvatar is "stuck". It will reverse the triangles on the backface of mesh shapes, unless it thinks
|
||||
// the old normal would be better at extracting MyAvatar out along its UP direction.
|
||||
bool flipBackfaceTriangleNormals(btManifoldPoint& cp,
|
||||
const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0,
|
||||
const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1) {
|
||||
static int32_t numCalls = 0;
|
||||
++numCalls;
|
||||
// This callback is ONLY called on objects with btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK flag
|
||||
// and the flagged object will always be sorted to Obj0. Hence the "other" is always Obj1.
|
||||
const btCollisionObject* other = colObj1Wrap->m_collisionObject;
|
||||
|
||||
if (other->getCollisionShape()->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE) {
|
||||
// access the meshInterface
|
||||
auto meshShape = static_cast<const btBvhTriangleMeshShape*>(other->getCollisionShape());
|
||||
const btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
|
||||
|
||||
// figure out about how to navigate meshInterface
|
||||
const uint8_t* vertexBase;
|
||||
int32_t numverts;
|
||||
PHY_ScalarType vertexType;
|
||||
int32_t vertexStride;
|
||||
const uint8_t* indexBase;
|
||||
int32_t indexStride;
|
||||
int32_t numFaces;
|
||||
PHY_ScalarType indicesType;
|
||||
int32_t subPart = colObj1Wrap->m_partId;
|
||||
// NOTE: all arguments are being passed by reference except the bases (passed by pointer) and subPart (true input)
|
||||
meshInterface->getLockedReadOnlyVertexIndexBase(&vertexBase, numverts, vertexType, vertexStride, &indexBase, indexStride, numFaces, indicesType, subPart);
|
||||
|
||||
// fetch the triangle vertices
|
||||
int32_t triangleIndex = colObj1Wrap->m_index;
|
||||
assert(vertexType == PHY_FLOAT); // all mesh vertex data is float...
|
||||
// ...but indicesType can vary
|
||||
btVector3 triangleVertex[3];
|
||||
switch (indicesType) {
|
||||
case PHY_INTEGER: {
|
||||
uint32_t* triangleIndices = (uint32_t*)(indexBase + triangleIndex * indexStride);
|
||||
float* triangleBase;
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[0] * vertexStride);
|
||||
triangleVertex[0].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[1] * vertexStride);
|
||||
triangleVertex[1].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[2] * vertexStride);
|
||||
triangleVertex[2].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
}
|
||||
break;
|
||||
case PHY_SHORT: {
|
||||
uint16_t* triangleIndices = (uint16_t*)(indexBase + triangleIndex * indexStride);
|
||||
float* triangleBase;
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[0] * vertexStride);
|
||||
triangleVertex[0].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[1] * vertexStride);
|
||||
triangleVertex[1].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[2] * vertexStride);
|
||||
triangleVertex[2].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
}
|
||||
break;
|
||||
case PHY_UCHAR: {
|
||||
uint8_t* triangleIndices = (uint8_t*)(indexBase + triangleIndex * indexStride);
|
||||
float* triangleBase;
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[0] * vertexStride);
|
||||
triangleVertex[0].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[1] * vertexStride);
|
||||
triangleVertex[1].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
triangleBase = (float*)(vertexBase + triangleIndices[2] * vertexStride);
|
||||
triangleVertex[2].setValue(triangleBase[0], triangleBase[1], triangleBase[2]);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
||||
// compute faceNormal
|
||||
btVector3 meshScaling = meshInterface->getScaling();
|
||||
triangleVertex[0] *= meshScaling;
|
||||
triangleVertex[1] *= meshScaling;
|
||||
triangleVertex[2] *= meshScaling;
|
||||
btVector3 faceNormal = other->getWorldTransform().getBasis() * btCross(triangleVertex[1] - triangleVertex[0], triangleVertex[2] - triangleVertex[0]);
|
||||
float nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
|
||||
if (nDotF <= 0.0f && faceNormal.length2() > EPSILON) {
|
||||
faceNormal.normalize();
|
||||
// flip the contact normal to be aligned with the face normal...
|
||||
// ...but only if old normal does NOT point along obj0's UP
|
||||
// (because we're "stuck" and UP is the likely path out)
|
||||
btVector3 up = colObj0Wrap->m_collisionObject->getWorldTransform().getBasis() * LOCAL_UP_AXIS;
|
||||
if (cp.m_normalWorldOnB.dot(up) <= 0.0f) {
|
||||
nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
|
||||
cp.m_normalWorldOnB -= 2.0f * nDotF * faceNormal;
|
||||
_flippedThisFrame = true;
|
||||
}
|
||||
// Note: if we're flipping normals it means the "Are we stuck?" logic is concluding "Yes, we are".
|
||||
// But when we flip the normals it typically causes the ContactManifold to discard the modified ManifoldPoint
|
||||
// which in turn causes the "Are we stuck?" logic to incorrectly conclude "No, we are not".
|
||||
// So we set '_flippedThisFrame = true' here and use it later to stay in "stuck" state until flipping stops
|
||||
}
|
||||
}
|
||||
|
||||
// KEEP THIS: in case we add support for concave shapes which delegate to temporary btTriangleShapes (such as btHeightfieldTerrainShape)
|
||||
//else if (other->getCollisionShape()->getShapeType() == TRIANGLE_SHAPE_PROXYTYPE) {
|
||||
// auto triShape = static_cast<const btTriangleShape*>(other->getCollisionShape());
|
||||
// const btVector3* v = triShape->m_vertices1;
|
||||
// btVector3 faceNormal = other->getWorldTransform().getBasis() * btCross(v[1] - v[0], v[2] - v[0]);
|
||||
// float nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
|
||||
// if (nDotF <= 0.0f && faceNormal.length2() > EPSILON) {
|
||||
// faceNormal.normalize();
|
||||
// // flip the contact normal to be aligned with the face normal
|
||||
// cp.m_normalWorldOnB += -2.0f * nDotF * faceNormal;
|
||||
// }
|
||||
//}
|
||||
// KEEP THIS
|
||||
|
||||
// NOTE: this ManifoldPoint is a candidate and hasn't been accepted yet into the final ContactManifold yet.
|
||||
// So when we modify its parameters we can convince Bullet to discard it.
|
||||
//
|
||||
// by our own convention:
|
||||
// return true when this ManifoldPoint has been modified in a way that would disable it
|
||||
return false;
|
||||
};
|
||||
|
||||
#ifdef DEBUG_STATE_CHANGE
|
||||
#define SET_STATE(desiredState, reason) setState(desiredState, reason)
|
||||
|
@ -92,64 +214,70 @@ CharacterController::~CharacterController() {
|
|||
}
|
||||
|
||||
bool CharacterController::needsRemoval() const {
|
||||
return ((_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION) == PENDING_FLAG_REMOVE_FROM_SIMULATION);
|
||||
return (_physicsEngine && (_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION) == PENDING_FLAG_REMOVE_FROM_SIMULATION);
|
||||
}
|
||||
|
||||
bool CharacterController::needsAddition() const {
|
||||
return ((_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION) == PENDING_FLAG_ADD_TO_SIMULATION);
|
||||
return (_physicsEngine && (_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION) == PENDING_FLAG_ADD_TO_SIMULATION);
|
||||
}
|
||||
|
||||
void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||
if (_dynamicsWorld != world) {
|
||||
// remove from old world
|
||||
if (_dynamicsWorld) {
|
||||
if (_rigidBody) {
|
||||
_dynamicsWorld->removeRigidBody(_rigidBody);
|
||||
_dynamicsWorld->removeAction(this);
|
||||
}
|
||||
_dynamicsWorld = nullptr;
|
||||
}
|
||||
int32_t collisionMask = computeCollisionMask();
|
||||
int32_t collisionGroup = BULLET_COLLISION_GROUP_MY_AVATAR;
|
||||
void CharacterController::removeFromWorld() {
|
||||
if (_inWorld) {
|
||||
if (_rigidBody) {
|
||||
updateMassProperties();
|
||||
}
|
||||
if (world && _rigidBody) {
|
||||
// add to new world
|
||||
_dynamicsWorld = world;
|
||||
_pendingFlags &= ~PENDING_FLAG_JUMP;
|
||||
_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, collisionMask);
|
||||
_dynamicsWorld->addAction(this);
|
||||
// restore gravity settings because adding an object to the world overwrites its gravity setting
|
||||
_rigidBody->setGravity(_currentGravity * _currentUp);
|
||||
// set flag to enable custom contactAddedCallback
|
||||
_rigidBody->setCollisionFlags(btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
|
||||
|
||||
// enable CCD
|
||||
_rigidBody->setCcdSweptSphereRadius(_radius);
|
||||
_rigidBody->setCcdMotionThreshold(_radius);
|
||||
|
||||
btCollisionShape* shape = _rigidBody->getCollisionShape();
|
||||
assert(shape && shape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE);
|
||||
_ghost.setCharacterShape(static_cast<btConvexHullShape*>(shape));
|
||||
}
|
||||
_ghost.setCollisionGroupAndMask(collisionGroup, collisionMask & (~ collisionGroup));
|
||||
_ghost.setCollisionWorld(_dynamicsWorld);
|
||||
_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
|
||||
if (_rigidBody) {
|
||||
_ghost.setWorldTransform(_rigidBody->getWorldTransform());
|
||||
_physicsEngine->getDynamicsWorld()->removeRigidBody(_rigidBody);
|
||||
_physicsEngine->getDynamicsWorld()->removeAction(this);
|
||||
}
|
||||
_inWorld = false;
|
||||
}
|
||||
if (_dynamicsWorld) {
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
||||
// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
|
||||
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION |
|
||||
PENDING_FLAG_ADD_DETAILED_TO_SIMULATION | PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION;
|
||||
} else {
|
||||
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
|
||||
}
|
||||
_pendingFlags &= ~PENDING_FLAG_REMOVE_FROM_SIMULATION;
|
||||
}
|
||||
|
||||
void CharacterController::addToWorld() {
|
||||
if (!_rigidBody) {
|
||||
return;
|
||||
}
|
||||
if (_inWorld) {
|
||||
_pendingFlags &= ~PENDING_FLAG_ADD_DETAILED_TO_SIMULATION;
|
||||
return;
|
||||
}
|
||||
btDiscreteDynamicsWorld* world = _physicsEngine->getDynamicsWorld();
|
||||
int32_t collisionMask = computeCollisionMask();
|
||||
int32_t collisionGroup = BULLET_COLLISION_GROUP_MY_AVATAR;
|
||||
|
||||
updateMassProperties();
|
||||
_pendingFlags &= ~PENDING_FLAG_ADD_DETAILED_TO_SIMULATION;
|
||||
|
||||
// add to new world
|
||||
_pendingFlags &= ~PENDING_FLAG_JUMP;
|
||||
world->addRigidBody(_rigidBody, collisionGroup, collisionMask);
|
||||
world->addAction(this);
|
||||
_inWorld = true;
|
||||
|
||||
// restore gravity settings because adding an object to the world overwrites its gravity setting
|
||||
_rigidBody->setGravity(_currentGravity * _currentUp);
|
||||
// set flag to enable custom contactAddedCallback
|
||||
_rigidBody->setCollisionFlags(btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
|
||||
|
||||
// enable CCD
|
||||
_rigidBody->setCcdSweptSphereRadius(_radius);
|
||||
_rigidBody->setCcdMotionThreshold(_radius);
|
||||
|
||||
btCollisionShape* shape = _rigidBody->getCollisionShape();
|
||||
assert(shape && shape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE);
|
||||
_ghost.setCharacterShape(static_cast<btConvexHullShape*>(shape));
|
||||
|
||||
_ghost.setCollisionGroupAndMask(collisionGroup, collisionMask & (~ collisionGroup));
|
||||
_ghost.setCollisionWorld(world);
|
||||
_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
|
||||
if (_rigidBody) {
|
||||
_ghost.setWorldTransform(_rigidBody->getWorldTransform());
|
||||
}
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
||||
// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
|
||||
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION |
|
||||
PENDING_FLAG_ADD_DETAILED_TO_SIMULATION | PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION;
|
||||
} else {
|
||||
_pendingFlags &= ~PENDING_FLAG_REMOVE_FROM_SIMULATION;
|
||||
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -159,17 +287,21 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
|||
btDispatcher* dispatcher = collisionWorld->getDispatcher();
|
||||
int numManifolds = dispatcher->getNumManifolds();
|
||||
bool hasFloor = false;
|
||||
bool isStuck = false;
|
||||
bool probablyStuck = _isStuck && _flippedThisFrame;
|
||||
|
||||
btTransform rotation = _rigidBody->getWorldTransform();
|
||||
rotation.setOrigin(btVector3(0.0f, 0.0f, 0.0f)); // clear translation part
|
||||
|
||||
float deepestDistance = 0.0f;
|
||||
float strongestImpulse = 0.0f;
|
||||
|
||||
for (int i = 0; i < numManifolds; i++) {
|
||||
btPersistentManifold* contactManifold = dispatcher->getManifoldByIndexInternal(i);
|
||||
if (_rigidBody == contactManifold->getBody1() || _rigidBody == contactManifold->getBody0()) {
|
||||
bool characterIsFirst = _rigidBody == contactManifold->getBody0();
|
||||
int numContacts = contactManifold->getNumContacts();
|
||||
int stepContactIndex = -1;
|
||||
bool stepValid = true;
|
||||
float highestStep = _minStepHeight;
|
||||
for (int j = 0; j < numContacts; j++) {
|
||||
// check for "floor"
|
||||
|
@ -177,28 +309,24 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
|||
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
|
||||
btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
|
||||
btScalar hitHeight = _halfHeight + _radius + pointOnCharacter.dot(_currentUp);
|
||||
// If there's non-trivial penetration with a big impulse for several steps, we're probably stuck.
|
||||
// Note it here in the controller, and let MyAvatar figure out what to do about it.
|
||||
const float STUCK_PENETRATION = -0.05f; // always negative into the object.
|
||||
const float STUCK_IMPULSE = 500.0f;
|
||||
const int STUCK_LIFETIME = 3;
|
||||
if ((contact.getDistance() < STUCK_PENETRATION) && (contact.getAppliedImpulse() > STUCK_IMPULSE) && (contact.getLifeTime() > STUCK_LIFETIME)) {
|
||||
isStuck = true; // latch on
|
||||
|
||||
float distance = contact.getDistance();
|
||||
if (distance < deepestDistance) {
|
||||
deepestDistance = distance;
|
||||
}
|
||||
float impulse = contact.getAppliedImpulse();
|
||||
if (impulse > strongestImpulse) {
|
||||
strongestImpulse = impulse;
|
||||
}
|
||||
|
||||
if (hitHeight < _maxStepHeight && normal.dot(_currentUp) > _minFloorNormalDotUp) {
|
||||
hasFloor = true;
|
||||
if (!pushing && isStuck) {
|
||||
// we're not pushing against anything and we're stuck so we can early exit
|
||||
// (all we need to know is that there is a floor)
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (pushing && _targetVelocity.dot(normal) < 0.0f) {
|
||||
if (stepValid && pushing && _targetVelocity.dot(normal) < 0.0f) {
|
||||
// remember highest step obstacle
|
||||
if (!_stepUpEnabled || hitHeight > _maxStepHeight) {
|
||||
// this manifold is invalidated by point that is too high
|
||||
stepContactIndex = -1;
|
||||
break;
|
||||
stepValid = false;
|
||||
} else if (hitHeight > highestStep && normal.dot(_targetVelocity) < 0.0f ) {
|
||||
highestStep = hitHeight;
|
||||
stepContactIndex = j;
|
||||
|
@ -206,7 +334,7 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
|||
}
|
||||
}
|
||||
}
|
||||
if (stepContactIndex > -1 && highestStep > _stepHeight) {
|
||||
if (stepValid && stepContactIndex > -1 && highestStep > _stepHeight) {
|
||||
// remember step info for later
|
||||
btManifoldPoint& contact = contactManifold->getContactPoint(stepContactIndex);
|
||||
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
|
||||
|
@ -214,13 +342,37 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
|||
_stepHeight = highestStep;
|
||||
_stepPoint = rotation * pointOnCharacter; // rotate into world-frame
|
||||
}
|
||||
if (hasFloor && isStuck && !(pushing && _stepUpEnabled)) {
|
||||
// early exit since all we need to know is that we're on a floor
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
_isStuck = isStuck;
|
||||
|
||||
// If there's deep penetration and big impulse we're probably stuck.
|
||||
const float STUCK_PENETRATION = -0.05f; // always negative into the object.
|
||||
const float STUCK_IMPULSE = 500.0f;
|
||||
probablyStuck = probablyStuck || (deepestDistance < STUCK_PENETRATION && strongestImpulse > STUCK_IMPULSE);
|
||||
|
||||
if (_isStuck != probablyStuck) {
|
||||
++_stuckTransitionCount;
|
||||
if (_stuckTransitionCount == NUM_FRAMES_FOR_STUCK_TRANSITION) {
|
||||
// we've been in this "probablyStuck" state for several consecutive frames
|
||||
// --> make it official by changing state
|
||||
_isStuck = probablyStuck;
|
||||
// start _numStuckFrames at NUM_FRAMES_FOR_SAFE_LANDING_RETRY so SafeLanding tries to help immediately
|
||||
_numStuckFrames = NUM_FRAMES_FOR_SAFE_LANDING_RETRY;
|
||||
_stuckTransitionCount = 0;
|
||||
if (_isStuck) {
|
||||
_physicsEngine->addContactAddedCallback(flipBackfaceTriangleNormals);
|
||||
} else {
|
||||
_physicsEngine->removeContactAddedCallback(flipBackfaceTriangleNormals);
|
||||
_flippedThisFrame = false;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
_stuckTransitionCount = 0;
|
||||
if (_isStuck) {
|
||||
++_numStuckFrames;
|
||||
_flippedThisFrame = false;
|
||||
}
|
||||
}
|
||||
return hasFloor;
|
||||
}
|
||||
|
||||
|
@ -452,7 +604,7 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const
|
|||
_minStepHeight = DEFAULT_MIN_STEP_HEIGHT_FACTOR * (_halfHeight + _radius);
|
||||
_maxStepHeight = DEFAULT_MAX_STEP_HEIGHT_FACTOR * (_halfHeight + _radius);
|
||||
|
||||
if (_dynamicsWorld) {
|
||||
if (_physicsEngine) {
|
||||
// must REMOVE from world prior to shape update
|
||||
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION;
|
||||
}
|
||||
|
@ -470,6 +622,15 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const
|
|||
}
|
||||
}
|
||||
|
||||
void CharacterController::setPhysicsEngine(const PhysicsEnginePointer& engine) {
|
||||
if (!_physicsEngine && engine) {
|
||||
// ATM there is only one PhysicsEngine: it is a singleton, and we are taking advantage
|
||||
// of that assumption here. If we ever introduce more and allow for this backpointer
|
||||
// to change then we'll have to overhaul this method.
|
||||
_physicsEngine = engine;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::setCollisionless(bool collisionless) {
|
||||
if (collisionless != _collisionless) {
|
||||
_collisionless = collisionless;
|
||||
|
@ -681,7 +842,7 @@ void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
|
|||
}
|
||||
|
||||
void CharacterController::updateState() {
|
||||
if (!_dynamicsWorld) {
|
||||
if (!_physicsEngine) {
|
||||
return;
|
||||
}
|
||||
if (_pendingFlags & PENDING_FLAG_RECOMPUTE_FLYING) {
|
||||
|
@ -712,7 +873,7 @@ void CharacterController::updateState() {
|
|||
|
||||
ClosestNotMe rayCallback(_rigidBody);
|
||||
rayCallback.m_closestHitFraction = 1.0f;
|
||||
_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
|
||||
_physicsEngine->getDynamicsWorld()->rayTest(rayStart, rayEnd, rayCallback);
|
||||
bool rayHasHit = rayCallback.hasHit();
|
||||
quint64 now = usecTimestampNow();
|
||||
if (rayHasHit) {
|
||||
|
@ -829,6 +990,21 @@ void CharacterController::updateState() {
|
|||
}
|
||||
|
||||
void CharacterController::preSimulation() {
|
||||
if (needsRemoval()) {
|
||||
removeFromWorld();
|
||||
|
||||
// We must remove any existing contacts for the avatar so that any new contacts will have
|
||||
// valid data. MyAvatar's RigidBody is the ONLY one in the simulation that does not yet
|
||||
// have a MotionState so we pass nullptr to removeContacts().
|
||||
if (_physicsEngine) {
|
||||
_physicsEngine->removeContacts(nullptr);
|
||||
}
|
||||
}
|
||||
updateShapeIfNecessary();
|
||||
if (needsAddition()) {
|
||||
addToWorld();
|
||||
}
|
||||
|
||||
if (_rigidBody) {
|
||||
// slam body transform and remember velocity
|
||||
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
|
||||
|
|
|
@ -20,11 +20,11 @@
|
|||
|
||||
#include <GLMHelpers.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include <PhysicsCollisionGroups.h>
|
||||
|
||||
#include "AvatarConstants.h"
|
||||
#include "BulletUtil.h"
|
||||
#include "CharacterGhostObject.h"
|
||||
#include "AvatarConstants.h"
|
||||
#include "PhysicsEngine.h"
|
||||
|
||||
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
|
||||
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
|
||||
|
@ -37,6 +37,9 @@ const uint32_t PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION = 1U << 7;
|
|||
|
||||
const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f);
|
||||
|
||||
const uint32_t NUM_FRAMES_FOR_STUCK_TRANSITION = 6; // mainloop frames
|
||||
const uint32_t NUM_FRAMES_FOR_SAFE_LANDING_RETRY = 40; // mainloop frames
|
||||
|
||||
class btRigidBody;
|
||||
class btCollisionWorld;
|
||||
class btDynamicsWorld;
|
||||
|
@ -53,7 +56,8 @@ public:
|
|||
virtual ~CharacterController();
|
||||
bool needsRemoval() const;
|
||||
bool needsAddition() const;
|
||||
virtual void setDynamicsWorld(btDynamicsWorld* world);
|
||||
virtual void addToWorld();
|
||||
void removeFromWorld();
|
||||
btCollisionObject* getCollisionObject() { return _rigidBody; }
|
||||
|
||||
void setGravity(float gravity);
|
||||
|
@ -120,7 +124,8 @@ public:
|
|||
|
||||
void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
|
||||
|
||||
bool isEnabledAndReady() const { return _dynamicsWorld; }
|
||||
void setPhysicsEngine(const PhysicsEnginePointer& engine);
|
||||
bool isEnabledAndReady() const { return (bool)_physicsEngine; }
|
||||
bool isStuck() const { return _isStuck; }
|
||||
|
||||
void setCollisionless(bool collisionless);
|
||||
|
@ -187,7 +192,6 @@ protected:
|
|||
// data for walking up steps
|
||||
btVector3 _stepPoint { 0.0f, 0.0f, 0.0f };
|
||||
btVector3 _stepNormal { 0.0f, 0.0f, 0.0f };
|
||||
bool _steppingUp { false };
|
||||
btScalar _stepHeight { 0.0f };
|
||||
btScalar _minStepHeight { 0.0f };
|
||||
btScalar _maxStepHeight { 0.0f };
|
||||
|
@ -197,6 +201,7 @@ protected:
|
|||
btScalar _radius { 0.0f };
|
||||
|
||||
btScalar _floorDistance;
|
||||
bool _steppingUp { false };
|
||||
bool _stepUpEnabled { true };
|
||||
bool _hasSupport;
|
||||
|
||||
|
@ -213,11 +218,14 @@ protected:
|
|||
bool _isStuck { false };
|
||||
bool _isSeated { false };
|
||||
|
||||
btDynamicsWorld* _dynamicsWorld { nullptr };
|
||||
PhysicsEnginePointer _physicsEngine { nullptr };
|
||||
btRigidBody* _rigidBody { nullptr };
|
||||
uint32_t _pendingFlags { 0 };
|
||||
uint32_t _previousFlags { 0 };
|
||||
uint32_t _stuckTransitionCount { 0 };
|
||||
uint32_t _numStuckFrames { 0 };
|
||||
|
||||
bool _inWorld { false };
|
||||
bool _zoneFlyingAllowed { true };
|
||||
bool _comfortFlyingAllowed { true };
|
||||
bool _hoverWhenUnsupported{ true };
|
||||
|
|
|
@ -27,31 +27,6 @@
|
|||
#include "ThreadSafeDynamicsWorld.h"
|
||||
#include "PhysicsLogging.h"
|
||||
|
||||
static bool flipNormalsMyAvatarVsBackfacingTriangles(btManifoldPoint& cp,
|
||||
const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0,
|
||||
const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1) {
|
||||
// This callback is designed to help MyAvatar escape entrapment inside mesh geometry.
|
||||
// It is only activated when MyAvatar is flying because it can cause problems when MyAvatar
|
||||
// is walking along the ground.
|
||||
// When active it applies to ALL contact points, however we only expect it to "do interesting
|
||||
// stuff on MyAvatar's physics.
|
||||
// Note: we're taking advantage of the fact: MyAvatar's collisionObject always shows up as colObj0
|
||||
// because it is added to physics first.
|
||||
if (colObj1Wrap->getCollisionShape()->getShapeType() == TRIANGLE_SHAPE_PROXYTYPE) {
|
||||
auto triShape = static_cast<const btTriangleShape*>(colObj1Wrap->getCollisionShape());
|
||||
const btVector3* v = triShape->m_vertices1;
|
||||
btVector3 faceNormal = colObj1Wrap->getWorldTransform().getBasis() * btCross(v[1] - v[0], v[2] - v[0]);
|
||||
float nDotF = btDot(faceNormal, cp.m_normalWorldOnB);
|
||||
if (nDotF <= 0.0f && faceNormal.length2() > EPSILON) {
|
||||
faceNormal.normalize();
|
||||
// flip the contact normal to be aligned with the face normal
|
||||
cp.m_normalWorldOnB += -2.0f * nDotF * faceNormal;
|
||||
}
|
||||
}
|
||||
// return value is currently ignored but to be future-proof: return false when not modifying friction
|
||||
return false;
|
||||
}
|
||||
|
||||
// a list of sub-callbacks
|
||||
std::vector<PhysicsEngine::ContactAddedCallback> _contactAddedCallbacks;
|
||||
|
||||
|
@ -63,11 +38,15 @@ bool globalContactAddedCallback(btManifoldPoint& cp,
|
|||
// call each callback
|
||||
for (auto cb : _contactAddedCallbacks) {
|
||||
if (cb(cp, colObj0Wrap, partId0, index0, colObj1Wrap, partId1, index1)) {
|
||||
// a return value of 'true' indicates the contact has been disabled
|
||||
// Not a Bullet convention, but one we are using for sub-callbacks:
|
||||
// a return value of 'true' indicates the contact has been "disabled"
|
||||
// in which case there is no need to process other callbacks
|
||||
return true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// by Bullet convention for its gContactAddedCallback feature:
|
||||
// the return value is currently ignored but to be future-proof:
|
||||
// return true when friction has been modified
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -77,9 +56,7 @@ PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
|
|||
}
|
||||
|
||||
PhysicsEngine::~PhysicsEngine() {
|
||||
if (_myAvatarController) {
|
||||
_myAvatarController->setDynamicsWorld(nullptr);
|
||||
}
|
||||
_myAvatarController = nullptr;
|
||||
delete _collisionConfig;
|
||||
delete _collisionDispatcher;
|
||||
delete _broadphaseFilter;
|
||||
|
@ -361,27 +338,6 @@ void PhysicsEngine::stepSimulation() {
|
|||
_clock.reset();
|
||||
float timeStep = btMin(dt, MAX_TIMESTEP);
|
||||
|
||||
if (_myAvatarController) {
|
||||
DETAILED_PROFILE_RANGE(simulation_physics, "avatarController");
|
||||
BT_PROFILE("avatarController");
|
||||
// TODO: move this stuff outside and in front of stepSimulation, because
|
||||
// the updateShapeIfNecessary() call needs info from MyAvatar and should
|
||||
// be done on the main thread during the pre-simulation stuff
|
||||
if (_myAvatarController->needsRemoval()) {
|
||||
_myAvatarController->setDynamicsWorld(nullptr);
|
||||
|
||||
// We must remove any existing contacts for the avatar so that any new contacts will have
|
||||
// valid data. MyAvatar's RigidBody is the ONLY one in the simulation that does not yet
|
||||
// have a MotionState so we pass nullptr to removeContacts().
|
||||
removeContacts(nullptr);
|
||||
}
|
||||
_myAvatarController->updateShapeIfNecessary();
|
||||
if (_myAvatarController->needsAddition()) {
|
||||
_myAvatarController->setDynamicsWorld(_dynamicsWorld);
|
||||
}
|
||||
_myAvatarController->preSimulation();
|
||||
}
|
||||
|
||||
auto onSubStep = [this]() {
|
||||
this->updateContactMap();
|
||||
this->doOwnershipInfectionForConstraints();
|
||||
|
@ -390,15 +346,11 @@ void PhysicsEngine::stepSimulation() {
|
|||
int numSubsteps = _dynamicsWorld->stepSimulationWithSubstepCallback(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS,
|
||||
PHYSICS_ENGINE_FIXED_SUBSTEP, onSubStep);
|
||||
if (numSubsteps > 0) {
|
||||
BT_PROFILE("postSimulation");
|
||||
if (_myAvatarController) {
|
||||
_myAvatarController->postSimulation();
|
||||
}
|
||||
_hasOutgoingChanges = true;
|
||||
}
|
||||
|
||||
if (_physicsDebugDraw->getDebugMode()) {
|
||||
_dynamicsWorld->debugDrawWorld();
|
||||
if (_physicsDebugDraw->getDebugMode()) {
|
||||
BT_PROFILE("debugDrawWorld");
|
||||
_dynamicsWorld->debugDrawWorld();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -760,15 +712,8 @@ void PhysicsEngine::bumpAndPruneContacts(ObjectMotionState* motionState) {
|
|||
}
|
||||
|
||||
void PhysicsEngine::setCharacterController(CharacterController* character) {
|
||||
if (_myAvatarController != character) {
|
||||
if (_myAvatarController) {
|
||||
// remove the character from the DynamicsWorld immediately
|
||||
_myAvatarController->setDynamicsWorld(nullptr);
|
||||
_myAvatarController = nullptr;
|
||||
}
|
||||
// the character will be added to the DynamicsWorld later
|
||||
_myAvatarController = character;
|
||||
}
|
||||
assert(!_myAvatarCharacterController);
|
||||
_myAvatarController = character;
|
||||
}
|
||||
|
||||
EntityDynamicPointer PhysicsEngine::getDynamicByID(const QUuid& dynamicID) const {
|
||||
|
@ -898,16 +843,6 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
|
|||
}
|
||||
}
|
||||
|
||||
void PhysicsEngine::enableGlobalContactAddedCallback(bool enabled) {
|
||||
if (enabled) {
|
||||
// register contact filter to help MyAvatar pass through backfacing triangles
|
||||
addContactAddedCallback(flipNormalsMyAvatarVsBackfacingTriangles);
|
||||
} else {
|
||||
// deregister contact filter
|
||||
removeContactAddedCallback(flipNormalsMyAvatarVsBackfacingTriangles);
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsEngine::addContactAddedCallback(PhysicsEngine::ContactAddedCallback newCb) {
|
||||
for (auto cb : _contactAddedCallbacks) {
|
||||
if (cb == newCb) {
|
||||
|
|
|
@ -154,10 +154,12 @@ public:
|
|||
// See PhysicsCollisionGroups.h for mask flags.
|
||||
std::vector<ContactTestResult> contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group = USER_COLLISION_GROUP_DYNAMIC, float threshold = 0.0f) const;
|
||||
|
||||
void enableGlobalContactAddedCallback(bool enabled);
|
||||
void addContactAddedCallback(ContactAddedCallback cb);
|
||||
void removeContactAddedCallback(ContactAddedCallback cb);
|
||||
|
||||
btDiscreteDynamicsWorld* getDynamicsWorld() const { return _dynamicsWorld; }
|
||||
void removeContacts(ObjectMotionState* motionState);
|
||||
|
||||
private:
|
||||
QList<EntityDynamicPointer> removeDynamicsForBody(btRigidBody* body);
|
||||
void addObjectToDynamicsWorld(ObjectMotionState* motionState);
|
||||
|
@ -165,8 +167,6 @@ private:
|
|||
/// \brief bump any objects that touch this one, then remove contact info
|
||||
void bumpAndPruneContacts(ObjectMotionState* motionState);
|
||||
|
||||
void removeContacts(ObjectMotionState* motionState);
|
||||
|
||||
void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);
|
||||
|
||||
btClock _clock;
|
||||
|
|
Loading…
Reference in a new issue