diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 089ff4c2bf..4d1c20010c 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -3586,6 +3586,8 @@ void MyAvatar::updateActionMotor(float deltaTime) { float speedGrowthTimescale = 2.0f; float speedIncreaseFactor = 1.8f * _walkSpeedScalar; motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f) * speedIncreaseFactor; + // use feedback from CharacterController to prevent tunneling under high motorspeed + motorSpeed *= _characterController.getCollisionBrakeAttenuationFactor(); const float maxBoostSpeed = sensorToWorldScale * MAX_BOOST_SPEED; if (_isPushing) { diff --git a/libraries/physics/src/CharacterController.cpp b/libraries/physics/src/CharacterController.cpp index 16b893977a..5cd5045d19 100755 --- a/libraries/physics/src/CharacterController.cpp +++ b/libraries/physics/src/CharacterController.cpp @@ -570,6 +570,11 @@ void CharacterController::setPhysicsEngine(const PhysicsEnginePointer& engine) { } } +float CharacterController::getCollisionBrakeAttenuationFactor() const { + // _collisionBrake ranges from 0.0 (no brake) to 1.0 (max brake) + return 1.0f - 0.5f * _collisionBrake; +} + void CharacterController::setCollisionless(bool collisionless) { if (collisionless != _collisionless) { _collisionless = collisionless; @@ -787,18 +792,36 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) { const float SAFE_COLLISION_SPEED = glm::abs(STUCK_PENETRATION) * (float)NUM_SUBSTEPS_PER_SECOND; const float SAFE_COLLISION_SPEED_SQUARED = SAFE_COLLISION_SPEED * SAFE_COLLISION_SPEED; - const float STRONG_IMPACT_THRESHOLD = -1000.0f; // this tuned manually - const float VERY_STRONG_IMPACT_THRESHOLD = -2000.0f; // this tuned manually + // NOTE: the thresholds are negative because that indicates the vectors oppose each other + const float STRONG_OPPOSING_IMPACT_THRESHOLD = -1000.0f; + const float VERY_STRONG_OPPOSING_IMPACT_THRESHOLD = -2000.0f; float velocityDotImpulse = velocity.dot(_netCollisionImpulse); - if ((velocityDotImpulse < VERY_STRONG_IMPACT_THRESHOLD && _stuckTransitionCount == 0) || _isStuck) { - // we are either definitely NOT stuck, or definitely are --> nothing to do here + const float COLLISION_BRAKE_DECAY_TIMESCALE = 0.20f; // seconds + const float MIN_COLLISION_BRAKE = 0.05f; + if ((velocityDotImpulse > VERY_STRONG_OPPOSING_IMPACT_THRESHOLD && _stuckTransitionCount == 0) || _isStuck) { + // we are either definitely NOT stuck (in which case nothing to do) + // or definitely are (in which case we'll be temporarily disabling collisions with the offending object + // and we don't mind tunnelling as an escape route out of stuck) + if (_collisionBrake > MIN_COLLISION_BRAKE) { + _collisionBrake *= (1.0f - dt / COLLISION_BRAKE_DECAY_TIMESCALE); + if (_collisionBrake < MIN_COLLISION_BRAKE) { + _collisionBrake = 0.0f; + } + } return; } - if (velocityDotImpulse < VERY_STRONG_IMPACT_THRESHOLD || - (velocity.length2() > SAFE_COLLISION_SPEED_SQUARED && velocityDotImpulse < STRONG_IMPACT_THRESHOLD)) { - const float REFLECTION_COEFFICIENT = 1.5f; + if (velocityDotImpulse < VERY_STRONG_OPPOSING_IMPACT_THRESHOLD || + (velocityDotImpulse < STRONG_OPPOSING_IMPACT_THRESHOLD && velocity.length2() > SAFE_COLLISION_SPEED_SQUARED)) { + if (_collisionBrake < 1.0f) { + _collisionBrake += (1.0f - _collisionBrake) * (dt / COLLISION_BRAKE_DECAY_TIMESCALE); + const float MAX_COLLISION_BRAKE = 1.0f - MIN_COLLISION_BRAKE; + if (_collisionBrake > MAX_COLLISION_BRAKE) { + _collisionBrake = 1.0f; + } + } + const float REFLECTION_COEFFICIENT = 1.0f; if (velocity.dot(currentVelocity) > 0.0f) { // our new velocity points in the same direction as our currentVelocity // but strongImpact means new velocity points against netImpulse @@ -810,9 +833,6 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) { // can't trust physical simulation --> reflect velocity against netImpulse btVector3 impulseDirection = _netCollisionImpulse.normalized(); velocity -= (REFLECTION_COEFFICIENT * velocity.dot(impulseDirection)) * impulseDirection; - // also attenuate the velocity to help slow down the character before its penetration gets worse - const float ATTENUATION_COEFFICIENT = 0.8f; - velocity *= ATTENUATION_COEFFICIENT; } } else { // currentVelocity points against new velocity, which means it is probably better but... diff --git a/libraries/physics/src/CharacterController.h b/libraries/physics/src/CharacterController.h index 472dcdd003..e7ad3ddfa8 100755 --- a/libraries/physics/src/CharacterController.h +++ b/libraries/physics/src/CharacterController.h @@ -128,6 +128,7 @@ public: void setPhysicsEngine(const PhysicsEnginePointer& engine); bool isEnabledAndReady() const { return (bool)_physicsEngine; } bool isStuck() const { return _isStuck; } + float getCollisionBrakeAttenuationFactor() const; void setCollisionless(bool collisionless); @@ -221,6 +222,7 @@ protected: bool _isPushingUp; bool _isStuck { false }; bool _isSeated { false }; + float _collisionBrake { 0.0f }; PhysicsEnginePointer _physicsEngine { nullptr }; btRigidBody* _rigidBody { nullptr };