mirror of
https://github.com/JulianGro/overte.git
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Merge pull request #523 from PhilipRosedale/master
Better physics, first person to third person transition
This commit is contained in:
commit
78072fbde0
7 changed files with 263 additions and 140 deletions
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@ -244,7 +244,6 @@ static void renderMovingBug() {
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}
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float intensity = 0.5f;
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float intensityIncrement = 0.1f;
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const float MAX_INTENSITY = 1.0f;
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@ -62,8 +62,6 @@
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using namespace std;
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const bool TESTING_AVATAR_TOUCH = false;
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// Starfield information
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static char STAR_FILE[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
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static char STAR_CACHE_FILE[] = "cachedStars.txt";
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@ -510,6 +508,9 @@ void Application::keyPressEvent(QKeyEvent* event) {
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break;
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case Qt::Key_E:
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if (!_myAvatar.getDriveKeys(UP)) {
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_myAvatar.jump();
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}
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_myAvatar.setDriveKeys(UP, 1);
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break;
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@ -720,6 +721,9 @@ void Application::mousePressEvent(QMouseEvent* event) {
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if (event->button() == Qt::LeftButton) {
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_mouseX = event->x();
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_mouseY = event->y();
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_mouseDragStartedX = _mouseX;
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_mouseDragStartedY = _mouseY;
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_mouseVoxelDragging = _mouseVoxel;
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_mousePressed = true;
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maybeEditVoxelUnderCursor();
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@ -1012,6 +1016,12 @@ static void sendVoxelEditMessage(PACKET_HEADER header, VoxelDetail& detail) {
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}
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}
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const glm::vec3 Application::getMouseVoxelWorldCoordinates(const VoxelDetail _mouseVoxel) {
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return glm::vec3((_mouseVoxel.x + _mouseVoxel.s / 2.f) * TREE_SCALE,
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(_mouseVoxel.y + _mouseVoxel.s / 2.f) * TREE_SCALE,
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(_mouseVoxel.z + _mouseVoxel.s / 2.f) * TREE_SCALE);
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}
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void Application::decreaseVoxelSize() {
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_mouseVoxelScale /= 2;
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}
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@ -1221,7 +1231,7 @@ void Application::initMenu() {
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(_gyroLook = optionsMenu->addAction("Gyro Look"))->setCheckable(true);
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_gyroLook->setChecked(false);
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(_mouseLook = optionsMenu->addAction("Mouse Look"))->setCheckable(true);
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_mouseLook->setChecked(false);
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_mouseLook->setChecked(true);
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(_showHeadMouse = optionsMenu->addAction("Head Mouse"))->setCheckable(true);
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_showHeadMouse->setChecked(false);
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(_transmitterDrives = optionsMenu->addAction("Transmitter Drive"))->setCheckable(true);
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@ -1245,7 +1255,6 @@ void Application::initMenu() {
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_renderAtmosphereOn->setShortcut(Qt::SHIFT | Qt::Key_A);
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(_renderGroundPlaneOn = renderMenu->addAction("Ground Plane"))->setCheckable(true);
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_renderGroundPlaneOn->setChecked(true);
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_renderGroundPlaneOn->setShortcut(Qt::SHIFT | Qt::Key_G);
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(_renderAvatarsOn = renderMenu->addAction("Avatars"))->setCheckable(true);
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_renderAvatarsOn->setChecked(true);
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(_renderAvatarBalls = renderMenu->addAction("Avatar as Balls"))->setCheckable(true);
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@ -1441,6 +1450,26 @@ void Application::update(float deltaTime) {
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// tell my avatar the posiion and direction of the ray projected ino the world based on the mouse position
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_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
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// If we are dragging on a voxel, add thrust according to the amount the mouse is dragging
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const float VOXEL_GRAB_THRUST = 5.0f;
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if (_mousePressed && (_mouseVoxel.s != 0)) {
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glm::vec2 mouseDrag(_mouseX - _mouseDragStartedX, _mouseY - _mouseDragStartedY);
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glm::quat orientation = _myAvatar.getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 up = orientation * IDENTITY_UP;
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glm::vec3 towardVoxel = getMouseVoxelWorldCoordinates(_mouseVoxelDragging)
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- _myAvatar.getCameraPosition();
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towardVoxel = front * glm::length(towardVoxel);
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glm::vec3 lateralToVoxel = glm::cross(up, glm::normalize(towardVoxel)) * glm::length(towardVoxel);
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_voxelThrust = glm::vec3(0, 0, 0);
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_voxelThrust += towardVoxel * VOXEL_GRAB_THRUST * deltaTime * mouseDrag.y;
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_voxelThrust += lateralToVoxel * VOXEL_GRAB_THRUST * deltaTime * mouseDrag.x;
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// Add thrust from voxel grabbing to the avatar
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_myAvatar.addThrust(_voxelThrust);
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}
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_mouseVoxel.s = 0.0f;
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if (checkedVoxelModeAction() != 0 &&
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(fabs(_myAvatar.getVelocity().x) +
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@ -1569,30 +1598,27 @@ void Application::update(float deltaTime) {
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_myAvatar.simulate(deltaTime, NULL);
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}
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if (TESTING_AVATAR_TOUCH) {
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if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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if (_myCamera.getMode() != CAMERA_MODE_MIRROR && !OculusManager::isConnected()) {
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if (_manualFirstPerson->isChecked()) {
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON ) {
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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if (_myAvatar.getIsNearInteractingOther()) {
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if (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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if (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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} else {
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const float THIRD_PERSON_SHIFT_VELOCITY = 2.0f;
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const float TIME_BEFORE_SHIFT_INTO_FIRST_PERSON = 0.75f;
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const float TIME_BEFORE_SHIFT_INTO_THIRD_PERSON = 0.1f;
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if ((_myAvatar.getElapsedTimeStopped() > TIME_BEFORE_SHIFT_INTO_FIRST_PERSON)
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&& (_myCamera.getMode() != CAMERA_MODE_FIRST_PERSON)) {
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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_myCamera.setModeShiftRate(1.0f);
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}
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if ((_myAvatar.getSpeed() > THIRD_PERSON_SHIFT_VELOCITY)
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&& (_myAvatar.getElapsedTimeMoving() > TIME_BEFORE_SHIFT_INTO_THIRD_PERSON)
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&& (_myCamera.getMode() != CAMERA_MODE_THIRD_PERSON)) {
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_myCamera.setMode(CAMERA_MODE_THIRD_PERSON);
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_myCamera.setModeShiftRate(1000.0f);
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}
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}
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}
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@ -1960,6 +1986,10 @@ void Application::displaySide(Camera& whichCamera) {
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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// Enable to show line from me to the voxel I am touching
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//renderLineToTouchedVoxel();
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//renderThrustAtVoxel(_voxelThrust);
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// draw a red sphere
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float sphereRadius = 0.25f;
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glColor3f(1,0,0);
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@ -2175,6 +2205,32 @@ void Application::displayStats() {
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}
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}
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void Application::renderThrustAtVoxel(const glm::vec3& thrust) {
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if (_mousePressed) {
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glColor3f(1, 0, 0);
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glLineWidth(2.0f);
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glBegin(GL_LINES);
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glm::vec3 voxelTouched = getMouseVoxelWorldCoordinates(_mouseVoxelDragging);
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glVertex3f(voxelTouched.x, voxelTouched.y, voxelTouched.z);
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glVertex3f(voxelTouched.x + thrust.x, voxelTouched.y + thrust.y, voxelTouched.z + thrust.z);
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glEnd();
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}
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}
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void Application::renderLineToTouchedVoxel() {
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// Draw a teal line to the voxel I am currently dragging on
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if (_mousePressed) {
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glColor3f(0, 1, 1);
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glLineWidth(2.0f);
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glBegin(GL_LINES);
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glm::vec3 voxelTouched = getMouseVoxelWorldCoordinates(_mouseVoxelDragging);
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glVertex3f(voxelTouched.x, voxelTouched.y, voxelTouched.z);
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glm::vec3 headPosition = _myAvatar.getHeadJointPosition();
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glVertex3fv(&headPosition.x);
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glEnd();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// renderViewFrustum()
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//
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@ -2451,6 +2507,8 @@ void Application::resetSensors() {
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QCursor::setPos(_headMouseX, _headMouseY);
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_myAvatar.reset();
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_myTransmitter.resetLevels();
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_myAvatar.setVelocity(glm::vec3(0,0,0));
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_myAvatar.setThrust(glm::vec3(0,0,0));
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}
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static void setShortcutsEnabled(QWidget* widget, bool enabled) {
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@ -67,6 +67,8 @@ public:
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void wheelEvent(QWheelEvent* event);
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const glm::vec3 getMouseVoxelWorldCoordinates(const VoxelDetail _mouseVoxel);
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Avatar* getAvatar() { return &_myAvatar; }
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Camera* getCamera() { return &_myCamera; }
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ViewFrustum* getViewFrustum() { return &_viewFrustum; }
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@ -93,6 +95,9 @@ private slots:
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void setRenderFirstPerson(bool firstPerson);
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void renderThrustAtVoxel(const glm::vec3& thrust);
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void renderLineToTouchedVoxel();
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void setFrustumOffset(bool frustumOffset);
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void cycleFrustumRenderMode();
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@ -141,7 +146,7 @@ private:
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void displayStats();
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void renderViewFrustum(ViewFrustum& viewFrustum);
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void setupPaintingVoxel();
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void shiftPaintingColor();
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void maybeEditVoxelUnderCursor();
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@ -256,7 +261,12 @@ private:
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int _mouseX;
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int _mouseY;
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int _mouseDragStartedX;
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int _mouseDragStartedY;
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VoxelDetail _mouseVoxelDragging;
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glm::vec3 _voxelThrust;
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bool _mousePressed; // true if mouse has been pressed (clear when finished)
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VoxelDetail _mouseVoxel; // details of the voxel under the mouse cursor
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float _mouseVoxelScale; // the scale for adding/removing voxels
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@ -77,6 +77,7 @@ Avatar::Avatar(Agent* owningAgent) :
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_handHoldingPosition(0.0f, 0.0f, 0.0f),
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_velocity(0.0f, 0.0f, 0.0f),
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_thrust(0.0f, 0.0f, 0.0f),
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_shouldJump(false),
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_speed(0.0f),
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_maxArmLength(0.0f),
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_leanScale(0.5f),
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@ -89,6 +90,9 @@ Avatar::Avatar(Agent* owningAgent) :
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_mouseRayDirection(0.0f, 0.0f, 0.0f),
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_interactingOther(NULL),
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_isMouseTurningRight(false),
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_elapsedTimeMoving(0.0f),
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_elapsedTimeStopped(0.0f),
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_elapsedTimeSinceCollision(0.0f),
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_voxels(this)
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{
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// give the pointer to our head to inherited _headData variable from AvatarData
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@ -316,40 +320,128 @@ glm::vec3 Avatar::getUprightHeadPosition() const {
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void Avatar::updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight) {
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// Update head yaw and pitch based on mouse input
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const float MOUSE_MOVE_RADIUS = 0.3f;
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const float MOUSE_ROTATE_SPEED = 4.0f;
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const float MOUSE_PITCH_SPEED = 2.0f;
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const float MOUSE_ROTATE_SPEED = 0.01f;
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const float MOUSE_PITCH_SPEED = 0.02f;
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const int TITLE_BAR_HEIGHT = 46;
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float mouseLocationX = (float)mouseX / (float)screenWidth - 0.5f;
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float mouseLocationY = (float)mouseY / (float)screenHeight - 0.5f;
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if ((mouseX > 1) && (mouseX < screenWidth) && (mouseY > TITLE_BAR_HEIGHT) && (mouseY < screenHeight)) {
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//
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// Mouse must be inside screen (not at edge) and not on title bar for movement to happen
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//
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if (mouseLocationX > MOUSE_MOVE_RADIUS) {
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_head.addYaw(-(mouseLocationX - MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_ROTATE_SPEED);
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} else if (mouseLocationX < -MOUSE_MOVE_RADIUS) {
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_head.addYaw(-(mouseLocationX + MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_ROTATE_SPEED);
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}
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if (mouseLocationY > MOUSE_MOVE_RADIUS) {
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_head.addPitch(-(mouseLocationY - MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_PITCH_SPEED);
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} else if (mouseLocationY < -MOUSE_MOVE_RADIUS) {
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_head.addPitch(-(mouseLocationY + MOUSE_MOVE_RADIUS) / (0.5f - MOUSE_MOVE_RADIUS) * MOUSE_PITCH_SPEED);
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int pixelMoveThreshold = screenWidth / 6;
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glm::vec2 mouseVector(mouseX - (screenWidth / 2), mouseY - (screenHeight / 2));
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if (glm::length(mouseVector) > pixelMoveThreshold) {
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mouseVector -= glm::normalize(mouseVector) * (float) pixelMoveThreshold;
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_head.addYaw(-mouseVector.x * MOUSE_ROTATE_SPEED);
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_head.addPitch(-mouseVector.y * MOUSE_PITCH_SPEED);
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}
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}
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return;
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}
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void Avatar::updateThrust(float deltaTime, Transmitter * transmitter) {
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//
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// Gather thrust information from keyboard and sensors to apply to avatar motion
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//
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glm::quat orientation = getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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glm::vec3 up = orientation * IDENTITY_UP;
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const float THRUST_MAG_UP = 800.0f;
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const float THRUST_MAG_DOWN = 200.f;
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const float THRUST_MAG_FWD = 300.f;
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const float THRUST_MAG_BACK = 150.f;
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const float THRUST_MAG_LATERAL = 200.f;
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const float THRUST_JUMP = 120.f;
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// Add Thrusts from keyboard
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if (_driveKeys[FWD ]) {_thrust += THRUST_MAG_FWD * deltaTime * front;}
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if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG_BACK * deltaTime * front;}
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if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG_LATERAL * deltaTime * right;}
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if (_driveKeys[UP ]) {_thrust += THRUST_MAG_UP * deltaTime * up;}
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if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG_DOWN * deltaTime * up;}
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if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
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if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
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// Add one time jumping force if requested
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if (_shouldJump) {
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_thrust += THRUST_JUMP * up;
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_shouldJump = false;
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}
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// Add thrusts from Transmitter
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if (transmitter) {
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transmitter->checkForLostTransmitter();
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glm::vec3 rotation = transmitter->getEstimatedRotation();
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const float TRANSMITTER_MIN_RATE = 1.f;
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const float TRANSMITTER_MIN_YAW_RATE = 4.f;
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const float TRANSMITTER_LATERAL_FORCE_SCALE = 5.f;
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const float TRANSMITTER_FWD_FORCE_SCALE = 25.f;
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const float TRANSMITTER_UP_FORCE_SCALE = 100.f;
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const float TRANSMITTER_YAW_SCALE = 10.0f;
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const float TRANSMITTER_LIFT_SCALE = 3.f;
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const float TOUCH_POSITION_RANGE_HALF = 32767.f;
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if (fabs(rotation.z) > TRANSMITTER_MIN_RATE) {
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_thrust += rotation.z * TRANSMITTER_LATERAL_FORCE_SCALE * deltaTime * right;
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}
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if (fabs(rotation.x) > TRANSMITTER_MIN_RATE) {
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_thrust += -rotation.x * TRANSMITTER_FWD_FORCE_SCALE * deltaTime * front;
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}
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if (fabs(rotation.y) > TRANSMITTER_MIN_YAW_RATE) {
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_bodyYawDelta += rotation.y * TRANSMITTER_YAW_SCALE * deltaTime;
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}
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if (transmitter->getTouchState()->state == 'D') {
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_thrust += TRANSMITTER_UP_FORCE_SCALE *
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(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
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TRANSMITTER_LIFT_SCALE *
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deltaTime *
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up;
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}
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}
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}
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void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
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//figure out if the mouse cursor is over any body spheres...
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checkForMouseRayTouching();
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glm::quat orientation = getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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glm::vec3 right = orientation * IDENTITY_RIGHT;
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// Update movement timers
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if (!_owningAgent) {
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_elapsedTimeSinceCollision += deltaTime;
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const float VELOCITY_MOVEMENT_TIMER_THRESHOLD = 0.2f;
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if (glm::length(_velocity) < VELOCITY_MOVEMENT_TIMER_THRESHOLD) {
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_elapsedTimeMoving = 0.f;
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_elapsedTimeStopped += deltaTime;
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} else {
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_elapsedTimeStopped = 0.f;
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_elapsedTimeMoving += deltaTime;
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}
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}
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// Collect thrust forces from keyboard and devices
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if (!_owningAgent) {
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updateThrust(deltaTime, transmitter);
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}
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// copy velocity so we can use it later for acceleration
|
||||
glm::vec3 oldVelocity = getVelocity();
|
||||
|
||||
if (!_owningAgent) {
|
||||
// update position by velocity
|
||||
_position += _velocity * deltaTime;
|
||||
|
||||
// calculate speed
|
||||
_speed = glm::length(_velocity);
|
||||
}
|
||||
|
||||
//figure out if the mouse cursor is over any body spheres...
|
||||
if (!_owningAgent) {
|
||||
checkForMouseRayTouching();
|
||||
}
|
||||
|
||||
// update balls
|
||||
if (_balls) { _balls->simulate(deltaTime); }
|
||||
|
||||
|
@ -391,12 +483,13 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
|
||||
//update the movement of the hand and process handshaking with other avatars...
|
||||
updateHandMovementAndTouching(deltaTime);
|
||||
|
||||
_avatarTouch.simulate(deltaTime);
|
||||
|
||||
// apply gravity and collision with the ground/floor
|
||||
if (!_owningAgent && USING_AVATAR_GRAVITY) {
|
||||
_velocity += _gravity * (GRAVITY_EARTH * deltaTime);
|
||||
}
|
||||
if (!_owningAgent) {
|
||||
updateCollisionWithEnvironment();
|
||||
}
|
||||
|
||||
|
@ -413,57 +506,11 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
updateCollisionWithVoxels();
|
||||
}
|
||||
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
glm::vec3 right = orientation * IDENTITY_RIGHT;
|
||||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
|
||||
// driving the avatar around should only apply if this is my avatar (as opposed to an avatar being driven remotely)
|
||||
const float THRUST_MAG = 600.0f;
|
||||
|
||||
if (!_owningAgent) {
|
||||
|
||||
_thrust = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Add Thrusts from keyboard
|
||||
if (_driveKeys[FWD ]) {_thrust += THRUST_MAG * deltaTime * front;}
|
||||
if (_driveKeys[BACK ]) {_thrust -= THRUST_MAG * deltaTime * front;}
|
||||
if (_driveKeys[RIGHT ]) {_thrust += THRUST_MAG * deltaTime * right;}
|
||||
if (_driveKeys[LEFT ]) {_thrust -= THRUST_MAG * deltaTime * right;}
|
||||
if (_driveKeys[UP ]) {_thrust += THRUST_MAG * deltaTime * up;}
|
||||
if (_driveKeys[DOWN ]) {_thrust -= THRUST_MAG * deltaTime * up;}
|
||||
if (_driveKeys[ROT_RIGHT]) {_bodyYawDelta -= YAW_MAG * deltaTime;}
|
||||
if (_driveKeys[ROT_LEFT ]) {_bodyYawDelta += YAW_MAG * deltaTime;}
|
||||
|
||||
// Add thrusts from Transmitter
|
||||
if (transmitter) {
|
||||
transmitter->checkForLostTransmitter();
|
||||
glm::vec3 rotation = transmitter->getEstimatedRotation();
|
||||
const float TRANSMITTER_MIN_RATE = 1.f;
|
||||
const float TRANSMITTER_MIN_YAW_RATE = 4.f;
|
||||
const float TRANSMITTER_LATERAL_FORCE_SCALE = 25.f;
|
||||
const float TRANSMITTER_FWD_FORCE_SCALE = 100.f;
|
||||
const float TRANSMITTER_YAW_SCALE = 10.0f;
|
||||
const float TRANSMITTER_LIFT_SCALE = 3.f;
|
||||
const float TOUCH_POSITION_RANGE_HALF = 32767.f;
|
||||
if (fabs(rotation.z) > TRANSMITTER_MIN_RATE) {
|
||||
_thrust += rotation.z * TRANSMITTER_LATERAL_FORCE_SCALE * deltaTime * right;
|
||||
}
|
||||
if (fabs(rotation.x) > TRANSMITTER_MIN_RATE) {
|
||||
_thrust += -rotation.x * TRANSMITTER_FWD_FORCE_SCALE * deltaTime * front;
|
||||
}
|
||||
if (fabs(rotation.y) > TRANSMITTER_MIN_YAW_RATE) {
|
||||
_bodyYawDelta += rotation.y * TRANSMITTER_YAW_SCALE * deltaTime;
|
||||
}
|
||||
if (transmitter->getTouchState()->state == 'D') {
|
||||
_thrust += THRUST_MAG *
|
||||
(float)(transmitter->getTouchState()->y - TOUCH_POSITION_RANGE_HALF) / TOUCH_POSITION_RANGE_HALF *
|
||||
TRANSMITTER_LIFT_SCALE *
|
||||
deltaTime *
|
||||
up;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// add thrust to velocity
|
||||
_velocity += _thrust * deltaTime;
|
||||
|
||||
// update body yaw by body yaw delta
|
||||
orientation = orientation * glm::quat(glm::radians(
|
||||
glm::vec3(_bodyPitchDelta, _bodyYawDelta, _bodyRollDelta) * deltaTime));
|
||||
|
@ -475,12 +522,22 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
_bodyYawDelta *= bodySpinMomentum;
|
||||
_bodyRollDelta *= bodySpinMomentum;
|
||||
|
||||
// add thrust to velocity
|
||||
_velocity += _thrust * deltaTime;
|
||||
|
||||
// calculate speed
|
||||
_speed = glm::length(_velocity);
|
||||
|
||||
// Decay velocity. If velocity is really low, increase decay to simulate static friction
|
||||
const float VELOCITY_DECAY_UNDER_THRUST = 0.2;
|
||||
const float VELOCITY_FAST_DECAY = 0.6;
|
||||
const float VELOCITY_SLOW_DECAY = 3.0;
|
||||
const float VELOCITY_FAST_THRESHOLD = 2.0f;
|
||||
float decayConstant, decay;
|
||||
if (glm::length(_thrust) > 0.f) {
|
||||
decayConstant = VELOCITY_DECAY_UNDER_THRUST;
|
||||
} else if (glm::length(_velocity) > VELOCITY_FAST_THRESHOLD) {
|
||||
decayConstant = VELOCITY_FAST_DECAY;
|
||||
} else {
|
||||
decayConstant = VELOCITY_SLOW_DECAY;
|
||||
}
|
||||
decay = glm::clamp(1.0f - decayConstant * deltaTime, 0.0f, 1.0f);
|
||||
_velocity *= decay;
|
||||
|
||||
//pitch and roll the body as a function of forward speed and turning delta
|
||||
const float BODY_PITCH_WHILE_WALKING = -20.0;
|
||||
const float BODY_ROLL_WHILE_TURNING = 0.2;
|
||||
|
@ -500,29 +557,6 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
//the following will be used to make the avatar upright no matter what gravity is
|
||||
setOrientation(computeRotationFromBodyToWorldUp(tiltDecay) * orientation);
|
||||
|
||||
// update position by velocity
|
||||
_position += _velocity * deltaTime;
|
||||
|
||||
// decay velocity
|
||||
const float VELOCITY_DECAY = 0.9;
|
||||
float decay = 1.0 - VELOCITY_DECAY * deltaTime;
|
||||
if ( decay < 0.0 ) {
|
||||
_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
} else {
|
||||
_velocity *= decay;
|
||||
}
|
||||
|
||||
// If another avatar is near, dampen velocity as a function of closeness
|
||||
if (_distanceToNearestAvatar < PERIPERSONAL_RADIUS) {
|
||||
float closeness = 1.0f - (_distanceToNearestAvatar / PERIPERSONAL_RADIUS);
|
||||
float drag = 1.0f - closeness * AVATAR_BRAKING_STRENGTH * deltaTime;
|
||||
if ( drag > 0.0f ) {
|
||||
_velocity *= drag;
|
||||
} else {
|
||||
_velocity = glm::vec3( 0.0f, 0.0f, 0.0f );
|
||||
}
|
||||
}
|
||||
|
||||
// Compute instantaneous acceleration
|
||||
float forwardAcceleration = glm::length(glm::dot(getBodyFrontDirection(), getVelocity() - oldVelocity)) / deltaTime;
|
||||
const float ACCELERATION_PITCH_DECAY = 0.4f;
|
||||
|
@ -602,6 +636,10 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
} else {
|
||||
_mode = AVATAR_MODE_INTERACTING;
|
||||
}
|
||||
|
||||
// Zero thrust out now that we've added it to velocity in this frame
|
||||
_thrust = glm::vec3(0, 0, 0);
|
||||
|
||||
}
|
||||
|
||||
void Avatar::checkForMouseRayTouching() {
|
||||
|
@ -782,41 +820,52 @@ void Avatar::updateCollisionWithSphere(glm::vec3 position, float radius, float d
|
|||
}
|
||||
|
||||
void Avatar::updateCollisionWithEnvironment() {
|
||||
|
||||
glm::vec3 up = getBodyUpDirection();
|
||||
float radius = _height * 0.125f;
|
||||
const float ENVIRONMENT_SURFACE_ELASTICITY = 1.0f;
|
||||
const float ENVIRONMENT_SURFACE_DAMPING = 0.01;
|
||||
glm::vec3 penetration;
|
||||
if (Application::getInstance()->getEnvironment()->findCapsulePenetration(
|
||||
_position - up * (_pelvisFloatingHeight - radius),
|
||||
_position + up * (_height - _pelvisFloatingHeight - radius), radius, penetration)) {
|
||||
applyCollisionWithScene(penetration);
|
||||
applyHardCollision(penetration, ENVIRONMENT_SURFACE_ELASTICITY, ENVIRONMENT_SURFACE_DAMPING);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Avatar::updateCollisionWithVoxels() {
|
||||
float radius = _height * 0.125f;
|
||||
const float VOXEL_ELASTICITY = 1.4f;
|
||||
const float VOXEL_DAMPING = 0.0;
|
||||
glm::vec3 penetration;
|
||||
if (Application::getInstance()->getVoxels()->findCapsulePenetration(
|
||||
_position - glm::vec3(0.0f, _pelvisFloatingHeight - radius, 0.0f),
|
||||
_position + glm::vec3(0.0f, _height - _pelvisFloatingHeight - radius, 0.0f), radius, penetration)) {
|
||||
applyCollisionWithScene(penetration);
|
||||
applyHardCollision(penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::applyCollisionWithScene(const glm::vec3& penetration) {
|
||||
void Avatar::applyHardCollision(const glm::vec3& penetration, float elasticity, float damping) {
|
||||
//
|
||||
// Update the avatar in response to a hard collision. Position will be reset exactly
|
||||
// to outside the colliding surface. Velocity will be modified according to elasticity.
|
||||
//
|
||||
// if elasticity = 1.0, collision is inelastic.
|
||||
// if elasticity > 1.0, collision is elastic.
|
||||
//
|
||||
_position -= penetration;
|
||||
static float STATIC_FRICTION_VELOCITY = 0.15f;
|
||||
static float STATIC_FRICTION_DAMPING = 0.0f;
|
||||
static float KINETIC_FRICTION_DAMPING = 0.95f;
|
||||
|
||||
static float HALTING_VELOCITY = 0.2f;
|
||||
// cancel out the velocity component in the direction of penetration
|
||||
float penetrationLength = glm::length(penetration);
|
||||
if (penetrationLength > EPSILON) {
|
||||
_elapsedTimeSinceCollision = 0.0f;
|
||||
glm::vec3 direction = penetration / penetrationLength;
|
||||
_velocity -= glm::dot(_velocity, direction) * direction;
|
||||
_velocity *= KINETIC_FRICTION_DAMPING;
|
||||
// If velocity is quite low, apply static friction that takes away energy
|
||||
if (glm::length(_velocity) < STATIC_FRICTION_VELOCITY) {
|
||||
_velocity *= STATIC_FRICTION_DAMPING;
|
||||
_velocity -= glm::dot(_velocity, direction) * direction * elasticity;
|
||||
_velocity *= glm::clamp(1.f - damping, 0.0f, 1.0f);
|
||||
if ((glm::length(_velocity) < HALTING_VELOCITY) && (glm::length(_thrust) == 0.f)) {
|
||||
// If moving really slowly after a collision, and not applying forces, stop altogether
|
||||
_velocity *= 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -839,7 +888,6 @@ void Avatar::updateAvatarCollisions(float deltaTime) {
|
|||
// apply forces from collision
|
||||
applyCollisionWithOtherAvatar(otherAvatar, deltaTime);
|
||||
}
|
||||
|
||||
// test other avatar hand position for proximity
|
||||
glm::vec3 v(_skeleton.joint[ AVATAR_JOINT_RIGHT_SHOULDER ].position);
|
||||
v -= otherAvatar->getPosition();
|
||||
|
|
|
@ -85,6 +85,7 @@ public:
|
|||
void init();
|
||||
void reset();
|
||||
void simulate(float deltaTime, Transmitter* transmitter);
|
||||
void updateThrust(float deltaTime, Transmitter * transmitter);
|
||||
void updateHeadFromGyros(float frametime, SerialInterface * serialInterface);
|
||||
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
|
||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||
|
@ -96,6 +97,7 @@ public:
|
|||
void setMovedHandOffset (glm::vec3 movedHandOffset ) { _movedHandOffset = movedHandOffset;}
|
||||
void setThrust (glm::vec3 newThrust ) { _thrust = newThrust; };
|
||||
void setDisplayingLookatVectors(bool displayingLookatVectors) { _head.setRenderLookatVectors(displayingLookatVectors);}
|
||||
void setVelocity (const glm::vec3 velocity ) { _velocity = velocity; };
|
||||
void setLeanScale (float scale ) { _leanScale = scale;}
|
||||
void setGravity (glm::vec3 gravity);
|
||||
void setMouseRay (const glm::vec3 &origin, const glm::vec3 &direction);
|
||||
|
@ -117,6 +119,9 @@ public:
|
|||
float getHeight () const { return _height;}
|
||||
AvatarMode getMode () const { return _mode;}
|
||||
float getLeanScale () const { return _leanScale;}
|
||||
float getElapsedTimeStopped () const { return _elapsedTimeStopped;}
|
||||
float getElapsedTimeMoving () const { return _elapsedTimeMoving;}
|
||||
float getElapsedTimeSinceCollision() const { return _elapsedTimeSinceCollision;}
|
||||
float getAbsoluteHeadYaw () const;
|
||||
float getAbsoluteHeadPitch () const;
|
||||
Head& getHead () {return _head; }
|
||||
|
@ -130,6 +135,7 @@ public:
|
|||
// Set what driving keys are being pressed to control thrust levels
|
||||
void setDriveKeys(int key, bool val) { _driveKeys[key] = val; };
|
||||
bool getDriveKeys(int key) { return _driveKeys[key]; };
|
||||
void jump() { _shouldJump = true; };
|
||||
|
||||
// Set/Get update the thrust that will move the avatar around
|
||||
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
|
||||
|
@ -182,6 +188,7 @@ private:
|
|||
glm::vec3 _handHoldingPosition;
|
||||
glm::vec3 _velocity;
|
||||
glm::vec3 _thrust;
|
||||
bool _shouldJump;
|
||||
float _speed;
|
||||
float _maxArmLength;
|
||||
float _leanScale;
|
||||
|
@ -192,13 +199,16 @@ private:
|
|||
float _height;
|
||||
Balls* _balls;
|
||||
AvatarTouch _avatarTouch;
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
float _distanceToNearestAvatar; // How close is the nearest avatar?
|
||||
glm::vec3 _gravity;
|
||||
glm::vec3 _worldUpDirection;
|
||||
glm::vec3 _mouseRayOrigin;
|
||||
glm::vec3 _mouseRayDirection;
|
||||
Avatar* _interactingOther;
|
||||
bool _isMouseTurningRight;
|
||||
float _elapsedTimeMoving; // Timers to drive camera transitions when moving
|
||||
float _elapsedTimeStopped;
|
||||
float _elapsedTimeSinceCollision;
|
||||
|
||||
AvatarVoxelSystem _voxels;
|
||||
|
||||
|
@ -218,7 +228,7 @@ private:
|
|||
void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
|
||||
void updateCollisionWithEnvironment();
|
||||
void updateCollisionWithVoxels();
|
||||
void applyCollisionWithScene(const glm::vec3& penetration);
|
||||
void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
|
||||
void applyCollisionWithOtherAvatar( Avatar * other, float deltaTime );
|
||||
void checkForMouseRayTouching();
|
||||
void renderJointConnectingCone(glm::vec3 position1, glm::vec3 position2, float radius1, float radius2);
|
||||
|
|
|
@ -70,9 +70,7 @@ void Transmitter::processIncomingData(unsigned char* packetData, int numBytes) {
|
|||
|
||||
// Update estimated absolute position from rotation rates
|
||||
_estimatedRotation += _lastRotationRate * DELTA_TIME;
|
||||
|
||||
printf("The accel %f, %f, %f\n", _lastAcceleration.x, _lastAcceleration.y, _lastAcceleration.z);
|
||||
|
||||
|
||||
// Sensor Fusion! Slowly adjust estimated rotation to be relative to gravity (average acceleration)
|
||||
const float GRAVITY_FOLLOW_RATE = 1.f;
|
||||
float rollAngle = angleBetween(glm::vec3(_lastAcceleration.x, _lastAcceleration.y, 0.f), glm::vec3(0,-1,0)) *
|
||||
|
|
|
@ -103,8 +103,8 @@ public:
|
|||
void setColor(const nodeColor& color);
|
||||
const nodeColor& getTrueColor() const { return _trueColor; };
|
||||
const nodeColor& getColor() const { return _currentColor; };
|
||||
void setDensity(const float density) { _density = density; };
|
||||
const float getDensity() const { return _density; };
|
||||
void setDensity(float density) { _density = density; };
|
||||
float getDensity() const { return _density; };
|
||||
#else
|
||||
void setFalseColor(colorPart red, colorPart green, colorPart blue) { /* no op */ };
|
||||
void setFalseColored(bool isFalseColored) { /* no op */ };
|
||||
|
|
Loading…
Reference in a new issue