overte-JulianGro/interface/src/avatar/MyCharacterController.cpp
2016-10-15 16:00:02 -07:00

98 lines
4.2 KiB
C++

//
// MyCharacterController.h
// interface/src/avatar
//
// Created by AndrewMeadows 2015.10.21
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "MyCharacterController.h"
#include <BulletUtil.h>
#include "MyAvatar.h"
// TODO: improve walking up steps
// TODO: make avatars able to walk up and down steps/slopes
// TODO: make avatars stand on steep slope
// TODO: make avatars not snag on low ceilings
MyCharacterController::MyCharacterController(MyAvatar* avatar) {
assert(avatar);
_avatar = avatar;
updateShapeIfNecessary();
}
MyCharacterController::~MyCharacterController() {
}
void MyCharacterController::updateShapeIfNecessary() {
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
_pendingFlags &= ~PENDING_FLAG_UPDATE_SHAPE;
if (_radius > 0.0f) {
// create RigidBody if it doesn't exist
if (!_rigidBody) {
// 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
// spread out at chest level to produce a slight taper toward the feet. This
// makes the avatar more likely to collide with vertical walls at a higher point
// and thus less likely to produce a single-point collision manifold below the
// _maxStepHeight when walking into against vertical surfaces --> fixes a bug
// where the "walk up steps" feature would allow the avatar to walk up vertical
// walls.
const int32_t NUM_POINTS = 6;
btVector3 points[NUM_POINTS];
btVector3 xAxis = btVector3(1.0f, 0.0f, 0.0f);
btVector3 yAxis = btVector3(0.0f, 1.0f, 0.0f);
btVector3 zAxis = btVector3(0.0f, 0.0f, 1.0f);
points[0] = _halfHeight * yAxis;
points[1] = -_halfHeight * yAxis;
points[2] = (0.75f * _halfHeight) * yAxis - (0.1f * _radius) * zAxis;
points[3] = (0.75f * _halfHeight) * yAxis + (0.1f * _radius) * zAxis;
points[4] = (0.75f * _halfHeight) * yAxis - (0.1f * _radius) * xAxis;
points[5] = (0.75f * _halfHeight) * yAxis + (0.1f * _radius) * xAxis;
btCollisionShape* shape = new btConvexHullShape(reinterpret_cast<btScalar*>(points), NUM_POINTS);
shape->setMargin(_radius);
// HACK: use some simple mass property defaults for now
const float DEFAULT_AVATAR_MASS = 100.0f;
const btVector3 DEFAULT_AVATAR_INERTIA_TENSOR(30.0f, 8.0f, 30.0f);
_rigidBody = new btRigidBody(DEFAULT_AVATAR_MASS, nullptr, shape, DEFAULT_AVATAR_INERTIA_TENSOR);
} else {
btCollisionShape* shape = _rigidBody->getCollisionShape();
if (shape) {
delete shape;
}
shape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
_rigidBody->setCollisionShape(shape);
}
_rigidBody->setSleepingThresholds(0.0f, 0.0f);
_rigidBody->setAngularFactor(0.0f);
_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatar->getOrientation()),
glmToBullet(_avatar->getPosition())));
_rigidBody->setDamping(0.0f, 0.0f);
if (_state == State::Hover) {
_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
} else {
_rigidBody->setGravity(_gravity * _currentUp);
}
// KINEMATIC_CONTROLLER_HACK
if (_moveKinematically) {
_rigidBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
} else {
_rigidBody->setCollisionFlags(_rigidBody->getCollisionFlags() &
~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT));
}
} else {
// TODO: handle this failure case
}
}
}