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use collision brake feedback to prevent tunneling
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parent
1314430f04
commit
6be3750b38
3 changed files with 34 additions and 10 deletions
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@ -3586,6 +3586,8 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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float speedGrowthTimescale = 2.0f;
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float speedIncreaseFactor = 1.8f * _walkSpeedScalar;
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motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f) * speedIncreaseFactor;
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// use feedback from CharacterController to prevent tunneling under high motorspeed
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motorSpeed *= _characterController.getCollisionBrakeAttenuationFactor();
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const float maxBoostSpeed = sensorToWorldScale * MAX_BOOST_SPEED;
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if (_isPushing) {
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@ -570,6 +570,11 @@ void CharacterController::setPhysicsEngine(const PhysicsEnginePointer& engine) {
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}
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}
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float CharacterController::getCollisionBrakeAttenuationFactor() const {
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// _collisionBrake ranges from 0.0 (no brake) to 1.0 (max brake)
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return 1.0f - 0.5f * _collisionBrake;
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}
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void CharacterController::setCollisionless(bool collisionless) {
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if (collisionless != _collisionless) {
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_collisionless = collisionless;
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@ -787,18 +792,36 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
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const float SAFE_COLLISION_SPEED = glm::abs(STUCK_PENETRATION) * (float)NUM_SUBSTEPS_PER_SECOND;
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const float SAFE_COLLISION_SPEED_SQUARED = SAFE_COLLISION_SPEED * SAFE_COLLISION_SPEED;
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const float STRONG_IMPACT_THRESHOLD = -1000.0f; // this tuned manually
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const float VERY_STRONG_IMPACT_THRESHOLD = -2000.0f; // this tuned manually
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// NOTE: the thresholds are negative because that indicates the vectors oppose each other
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const float STRONG_OPPOSING_IMPACT_THRESHOLD = -1000.0f;
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const float VERY_STRONG_OPPOSING_IMPACT_THRESHOLD = -2000.0f;
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float velocityDotImpulse = velocity.dot(_netCollisionImpulse);
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if ((velocityDotImpulse < VERY_STRONG_IMPACT_THRESHOLD && _stuckTransitionCount == 0) || _isStuck) {
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// we are either definitely NOT stuck, or definitely are --> nothing to do here
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const float COLLISION_BRAKE_DECAY_TIMESCALE = 0.20f; // seconds
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const float MIN_COLLISION_BRAKE = 0.05f;
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if ((velocityDotImpulse > VERY_STRONG_OPPOSING_IMPACT_THRESHOLD && _stuckTransitionCount == 0) || _isStuck) {
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// we are either definitely NOT stuck (in which case nothing to do)
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// or definitely are (in which case we'll be temporarily disabling collisions with the offending object
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// and we don't mind tunnelling as an escape route out of stuck)
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if (_collisionBrake > MIN_COLLISION_BRAKE) {
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_collisionBrake *= (1.0f - dt / COLLISION_BRAKE_DECAY_TIMESCALE);
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if (_collisionBrake < MIN_COLLISION_BRAKE) {
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_collisionBrake = 0.0f;
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}
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}
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return;
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}
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if (velocityDotImpulse < VERY_STRONG_IMPACT_THRESHOLD ||
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(velocity.length2() > SAFE_COLLISION_SPEED_SQUARED && velocityDotImpulse < STRONG_IMPACT_THRESHOLD)) {
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const float REFLECTION_COEFFICIENT = 1.5f;
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if (velocityDotImpulse < VERY_STRONG_OPPOSING_IMPACT_THRESHOLD ||
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(velocityDotImpulse < STRONG_OPPOSING_IMPACT_THRESHOLD && velocity.length2() > SAFE_COLLISION_SPEED_SQUARED)) {
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if (_collisionBrake < 1.0f) {
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_collisionBrake += (1.0f - _collisionBrake) * (dt / COLLISION_BRAKE_DECAY_TIMESCALE);
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const float MAX_COLLISION_BRAKE = 1.0f - MIN_COLLISION_BRAKE;
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if (_collisionBrake > MAX_COLLISION_BRAKE) {
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_collisionBrake = 1.0f;
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}
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}
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const float REFLECTION_COEFFICIENT = 1.0f;
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if (velocity.dot(currentVelocity) > 0.0f) {
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// our new velocity points in the same direction as our currentVelocity
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// but strongImpact means new velocity points against netImpulse
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@ -810,9 +833,6 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
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// can't trust physical simulation --> reflect velocity against netImpulse
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btVector3 impulseDirection = _netCollisionImpulse.normalized();
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velocity -= (REFLECTION_COEFFICIENT * velocity.dot(impulseDirection)) * impulseDirection;
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// also attenuate the velocity to help slow down the character before its penetration gets worse
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const float ATTENUATION_COEFFICIENT = 0.8f;
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velocity *= ATTENUATION_COEFFICIENT;
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}
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} else {
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// currentVelocity points against new velocity, which means it is probably better but...
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@ -128,6 +128,7 @@ public:
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void setPhysicsEngine(const PhysicsEnginePointer& engine);
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bool isEnabledAndReady() const { return (bool)_physicsEngine; }
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bool isStuck() const { return _isStuck; }
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float getCollisionBrakeAttenuationFactor() const;
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void setCollisionless(bool collisionless);
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@ -221,6 +222,7 @@ protected:
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bool _isPushingUp;
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bool _isStuck { false };
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bool _isSeated { false };
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float _collisionBrake { 0.0f };
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PhysicsEnginePointer _physicsEngine { nullptr };
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btRigidBody* _rigidBody { nullptr };
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