mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 20:54:25 +02:00
Merge branch 'master' of github.com:highfidelity/hifi into emojiAppAdd
This commit is contained in:
commit
330b8ceb91
21 changed files with 419 additions and 200 deletions
|
@ -225,10 +225,6 @@ StackView {
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verticalCenter: addressLineContainer.verticalCenter;
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}
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onFocusChanged: {
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addressBarDialog.raised = focus;
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}
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||||
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onTextChanged: {
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updateLocationText(text.length > 0);
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}
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|
|
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@ -4235,12 +4235,43 @@ bool Application::event(QEvent* event) {
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}
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bool Application::eventFilter(QObject* object, QEvent* event) {
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auto eventType = event->type();
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if (_aboutToQuit && event->type() != QEvent::DeferredDelete && event->type() != QEvent::Destroy) {
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if (_aboutToQuit && eventType != QEvent::DeferredDelete && eventType != QEvent::Destroy) {
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return true;
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}
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auto eventType = event->type();
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#if defined(Q_OS_MAC)
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// On Mac OS, Cmd+LeftClick is treated as a RightClick (more specifically, it seems to
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// be Cmd+RightClick without the modifier being dropped). Starting in Qt 5.12, only
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// on Mac, the MouseButtonRelease event for these mouse presses is sent to the top
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// level QWidgetWindow, but are not propagated further. This means that the Application
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// will see a MouseButtonPress, but no MouseButtonRelease, causing the client to get
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// stuck in "mouse-look." The cause of the problem is in the way QWidgetWindow processes
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// events where QMouseEvent::button() is not equal to QMouseEvent::buttons(). In this case
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// QMouseEvent::button() is Qt::RightButton, while QMouseEvent::buttons() is (correctly?)
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// Qt::LeftButton.
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//
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// The change here gets around this problem by capturing these
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// pseudo-RightClicks, and re-emitting them as "pure" RightClicks, where
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// QMouseEvent::button() == QMouseEvent::buttons() == Qt::RightButton.
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//
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if (eventType == QEvent::MouseButtonPress) {
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auto mouseEvent = static_cast<QMouseEvent*>(event);
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if (mouseEvent->button() == Qt::RightButton
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&& mouseEvent->buttons() == Qt::LeftButton
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&& mouseEvent->modifiers() == Qt::MetaModifier) {
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QMouseEvent* newEvent = new QMouseEvent(
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QEvent::MouseButtonPress, mouseEvent->localPos(), mouseEvent->windowPos(),
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mouseEvent->screenPos(), Qt::RightButton, Qt::MouseButtons(Qt::RightButton),
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mouseEvent->modifiers());
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QApplication::postEvent(object, newEvent);
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return true;
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}
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}
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#endif
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if (eventType == QEvent::KeyPress || eventType == QEvent::KeyRelease || eventType == QEvent::MouseMove) {
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getRefreshRateManager().resetInactiveTimer();
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}
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@ -6251,11 +6282,13 @@ void Application::tryToEnablePhysics() {
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// process octree stats packets are sent in between full sends of a scene (this isn't currently true).
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// We keep physics disabled until we've received a full scene and everything near the avatar in that
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// scene is ready to compute its collision shape.
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if (getMyAvatar()->isReadyForPhysics()) {
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auto myAvatar = getMyAvatar();
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if (myAvatar->isReadyForPhysics()) {
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myAvatar->getCharacterController()->setPhysicsEngine(_physicsEngine);
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_octreeProcessor.resetSafeLanding();
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_physicsEnabled = true;
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setIsInterstitialMode(false);
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getMyAvatar()->updateMotionBehaviorFromMenu();
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myAvatar->updateMotionBehaviorFromMenu();
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}
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}
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}
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@ -6546,7 +6579,7 @@ void Application::update(float deltaTime) {
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avatarManager->handleProcessedPhysicsTransaction(transaction);
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myAvatar->prepareForPhysicsSimulation();
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_physicsEngine->enableGlobalContactAddedCallback(myAvatar->isFlying());
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myAvatar->getCharacterController()->preSimulation();
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}
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}
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@ -6599,6 +6632,7 @@ void Application::update(float deltaTime) {
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{
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PROFILE_RANGE(simulation_physics, "MyAvatar");
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myAvatar->getCharacterController()->postSimulation();
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myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
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}
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|
|
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@ -733,7 +733,7 @@ void MyAvatar::update(float deltaTime) {
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// When needed and ready, arrange to check and fix.
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_physicsSafetyPending = false;
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if (_goToSafe) {
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safeLanding(_goToPosition); // no-op if already safe
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safeLanding(_goToPosition); // no-op if safeLanding logic determines already safe
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}
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}
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@ -2733,24 +2733,22 @@ void MyAvatar::nextAttitude(glm::vec3 position, glm::quat orientation) {
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void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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glm::vec3 position;
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glm::quat orientation;
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if (_characterController.isEnabledAndReady()) {
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if (_characterController.isEnabledAndReady() && !(_characterController.needsSafeLandingSupport() || _goToPending)) {
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_characterController.getPositionAndOrientation(position, orientation);
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setWorldVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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} else {
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position = getWorldPosition();
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orientation = getWorldOrientation();
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if (_characterController.needsSafeLandingSupport() && !_goToPending) {
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_characterController.resetStuckCounter();
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_physicsSafetyPending = true;
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_goToSafe = true;
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_goToPosition = position;
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}
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setWorldVelocity(getWorldVelocity() + _characterController.getFollowVelocity());
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}
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nextAttitude(position, orientation);
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_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
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if (_characterController.isEnabledAndReady()) {
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setWorldVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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if (_characterController.isStuck()) {
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_physicsSafetyPending = true;
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_goToPosition = getWorldPosition();
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}
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} else {
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setWorldVelocity(getWorldVelocity() + _characterController.getFollowVelocity());
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}
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}
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QString MyAvatar::getScriptedMotorFrame() const {
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|
|
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@ -36,10 +36,10 @@ MyCharacterController::MyCharacterController(std::shared_ptr<MyAvatar> avatar) {
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MyCharacterController::~MyCharacterController() {
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}
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void MyCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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CharacterController::setDynamicsWorld(world);
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if (world && _rigidBody) {
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initRayShotgun(world);
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void MyCharacterController::addToWorld() {
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CharacterController::addToWorld();
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if (_rigidBody) {
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initRayShotgun(_physicsEngine->getDynamicsWorld());
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}
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}
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||||
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@ -204,7 +204,7 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
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}
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int32_t MyCharacterController::computeCollisionMask() const {
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int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR;
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int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR;
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if (_collisionless && _collisionlessAllowed) {
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collisionMask = BULLET_COLLISION_MASK_COLLISIONLESS;
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} else if (!_collideWithOtherAvatars) {
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@ -216,16 +216,17 @@ int32_t MyCharacterController::computeCollisionMask() const {
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void MyCharacterController::handleChangedCollisionMask() {
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if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_MASK) {
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// ATM the easiest way to update collision groups/masks is to remove/re-add the RigidBody
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if (_dynamicsWorld) {
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_dynamicsWorld->removeRigidBody(_rigidBody);
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int32_t collisionMask = computeCollisionMask();
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_dynamicsWorld->addRigidBody(_rigidBody, BULLET_COLLISION_GROUP_MY_AVATAR, collisionMask);
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}
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// but we don't do it here. Instead we set some flags to remind us to do it later.
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_pendingFlags |= (PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_ADD_TO_SIMULATION);
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_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_MASK;
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updateCurrentGravity();
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}
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}
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||||
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bool MyCharacterController::needsSafeLandingSupport() const {
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return _isStuck && _numStuckSubsteps >= NUM_SUBSTEPS_FOR_SAFE_LANDING_RETRY;
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||||
}
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||||
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btConvexHullShape* MyCharacterController::computeShape() const {
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// HACK: the avatar collides using convex hull with a collision margin equal to
|
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// the old capsule radius. Two points define a capsule and additional points are
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@ -447,12 +448,12 @@ public:
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std::vector<MyCharacterController::RayAvatarResult> MyCharacterController::rayTest(const btVector3& origin, const btVector3& direction,
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const btScalar& length, const QVector<uint>& jointsToExclude) const {
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std::vector<RayAvatarResult> foundAvatars;
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if (_dynamicsWorld) {
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if (_physicsEngine) {
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btVector3 end = origin + length * direction;
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DetailedRayResultCallback rayCallback = DetailedRayResultCallback();
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rayCallback.m_flags |= btTriangleRaycastCallback::kF_KeepUnflippedNormal;
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rayCallback.m_flags |= btTriangleRaycastCallback::kF_UseSubSimplexConvexCastRaytest;
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_dynamicsWorld->rayTest(origin, end, rayCallback);
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_physicsEngine->getDynamicsWorld()->rayTest(origin, end, rayCallback);
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if (rayCallback.m_hitFractions.size() > 0) {
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foundAvatars.reserve(rayCallback.m_hitFractions.size());
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for (int32_t i = 0; i < rayCallback.m_hitFractions.size(); i++) {
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|
|
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@ -26,7 +26,7 @@ public:
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explicit MyCharacterController(std::shared_ptr<MyAvatar> avatar);
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~MyCharacterController ();
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void setDynamicsWorld(btDynamicsWorld* world) override;
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void addToWorld() override;
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void updateShapeIfNecessary() override;
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// Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too
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@ -69,9 +69,10 @@ public:
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int32_t computeCollisionMask() const override;
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void handleChangedCollisionMask() override;
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bool _collideWithOtherAvatars{ true };
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void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; }
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bool needsSafeLandingSupport() const;
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protected:
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void initRayShotgun(const btCollisionWorld* world);
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void updateMassProperties() override;
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@ -88,6 +89,7 @@ protected:
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btScalar _density { 1.0f };
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std::vector<DetailedMotionState*> _detailedMotionStates;
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bool _collideWithOtherAvatars { true };
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};
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#endif // hifi_MyCharacterController_h
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|
|
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@ -89,8 +89,14 @@ if ("${LAUNCHER_HMAC_SECRET}" STREQUAL "")
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message(FATAL_ERROR "LAUNCHER_HMAC_SECRET is not set")
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endif()
|
||||
|
||||
# Development environments don't set BUILD_VERSION. Let 0 mean a development version.
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if(NOT BUILD_VERSION)
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set(BUILD_VERSION 0)
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endif()
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|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE LAUNCHER_HMAC_SECRET="${LAUNCHER_HMAC_SECRET}")
|
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target_compile_definitions(${PROJECT_NAME} PRIVATE LAUNCHER_BUILD_VERSION="${BUILD_VERSION}")
|
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target_compile_definitions(${PROJECT_NAME} PRIVATE USER_AGENT_STRING="HQLauncher/${BUILD_VERSION}")
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file(GLOB NIB_FILES "nib/*.xib")
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|
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|
|
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@ -22,6 +22,7 @@
|
|||
NSMutableURLRequest *request = [NSMutableURLRequest new];
|
||||
[request setURL:[NSURL URLWithString:@"https://metaverse.highfidelity.com/oauth/token"]];
|
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[request setHTTPMethod:@"POST"];
|
||||
[request setValue:@USER_AGENT_STRING forHTTPHeaderField:@"User-Agent"];
|
||||
[request setValue:postLength forHTTPHeaderField:@"Content-Length"];
|
||||
[request setValue:@"application/x-www-form-urlencoded" forHTTPHeaderField:@"Content-Type"];
|
||||
[request setHTTPBody:postData];
|
||||
|
|
|
@ -12,9 +12,10 @@
|
|||
{
|
||||
self.progressPercentage = 0.0;
|
||||
self.taskProgressPercentage = 0.0;
|
||||
NSURLRequest* request = [NSURLRequest requestWithURL:[NSURL URLWithString:domainContentUrl]
|
||||
cachePolicy:NSURLRequestUseProtocolCachePolicy
|
||||
timeoutInterval:60.0];
|
||||
NSMutableURLRequest* request = [NSMutableURLRequest requestWithURL:[NSURL URLWithString:domainContentUrl]
|
||||
cachePolicy:NSURLRequestUseProtocolCachePolicy
|
||||
timeoutInterval:60.0];
|
||||
[request setValue:@USER_AGENT_STRING forHTTPHeaderField:@"User-Agent"];
|
||||
|
||||
NSURLSessionConfiguration *defaultConfigObject = [NSURLSessionConfiguration defaultSessionConfiguration];
|
||||
NSURLSession *defaultSession = [NSURLSession sessionWithConfiguration: defaultConfigObject delegate: self delegateQueue: [NSOperationQueue mainQueue]];
|
||||
|
|
|
@ -8,9 +8,10 @@
|
|||
{
|
||||
self.progressPercentage = 0.0;
|
||||
self.taskProgressPercentage = 0.0;
|
||||
NSURLRequest* request = [NSURLRequest requestWithURL:[NSURL URLWithString:downloadUrl]
|
||||
cachePolicy:NSURLRequestUseProtocolCachePolicy
|
||||
timeoutInterval:60.0];
|
||||
NSMutableURLRequest* request = [NSMutableURLRequest requestWithURL:[NSURL URLWithString:downloadUrl]
|
||||
cachePolicy:NSURLRequestUseProtocolCachePolicy
|
||||
timeoutInterval:60.0];
|
||||
[request setValue:@USER_AGENT_STRING forHTTPHeaderField:@"User-Agent"];
|
||||
|
||||
NSURLSessionConfiguration *defaultConfigObject = [NSURLSessionConfiguration defaultSessionConfiguration];
|
||||
NSURLSession *defaultSession = [NSURLSession sessionWithConfiguration: defaultConfigObject delegate: self delegateQueue: [NSOperationQueue mainQueue]];
|
||||
|
|
|
@ -5,9 +5,10 @@
|
|||
@implementation DownloadLauncher
|
||||
|
||||
- (void) downloadLauncher:(NSString*)launcherUrl {
|
||||
NSURLRequest* request = [NSURLRequest requestWithURL:[NSURL URLWithString:launcherUrl]
|
||||
cachePolicy:NSURLRequestUseProtocolCachePolicy
|
||||
timeoutInterval:60.0];
|
||||
NSMutableURLRequest* request = [NSMutableURLRequest requestWithURL:[NSURL URLWithString:launcherUrl]
|
||||
cachePolicy:NSURLRequestUseProtocolCachePolicy
|
||||
timeoutInterval:60.0];
|
||||
[request setValue:@USER_AGENT_STRING forHTTPHeaderField:@"User-Agent"];
|
||||
|
||||
NSURLSessionConfiguration *defaultConfigObject = [NSURLSessionConfiguration defaultSessionConfiguration];
|
||||
NSURLSession *defaultSession = [NSURLSession sessionWithConfiguration: defaultConfigObject delegate: self delegateQueue: [NSOperationQueue mainQueue]];
|
||||
|
|
|
@ -5,9 +5,11 @@
|
|||
|
||||
- (void) downloadScripts:(NSString*) scriptsUrl
|
||||
{
|
||||
/*NSURLRequest* theRequest = [NSURLRequest requestWithURL:[NSURL URLWithString:scriptsUrl]
|
||||
/*NSMutableURLRequest* theRequest = [NSMutableURLRequest requestWithURL:[NSURL URLWithString:scriptsUrl]
|
||||
cachePolicy:NSURLRequestUseProtocolCachePolicy
|
||||
timeoutInterval:6000.0];
|
||||
[theRequest setValue:@USER_AGENT_STRING forHTTPHeaderField:@"User-Agent"];
|
||||
|
||||
NSURLDownload *theDownload = [[NSURLDownload alloc] initWithRequest:theRequest delegate:self];
|
||||
|
||||
if (!theDownload) {
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
NSMutableURLRequest* request = [NSMutableURLRequest new];
|
||||
[request setURL:[NSURL URLWithString:@"https://thunder.highfidelity.com/builds/api/tags/latest?format=json"]];
|
||||
[request setHTTPMethod:@"GET"];
|
||||
[request setValue:@USER_AGENT_STRING forHTTPHeaderField:@"User-Agent"];
|
||||
[request setValue:@"application/json" forHTTPHeaderField:@"Content-Type"];
|
||||
|
||||
// We're using an ephermeral session here to ensure the tags api response is never cached.
|
||||
|
|
|
@ -32,6 +32,7 @@ static NSString* const organizationURL = @"https://orgs.highfidelity.com/organiz
|
|||
NSMutableURLRequest *request = [NSMutableURLRequest new];
|
||||
[request setURL:[NSURL URLWithString:[organizationURL stringByAppendingString:jsonFile]]];
|
||||
[request setHTTPMethod:@"GET"];
|
||||
[request setValue:@USER_AGENT_STRING forHTTPHeaderField:@"User-Agent"];
|
||||
[request setValue:@"" forHTTPHeaderField:@"Content-Type"];
|
||||
|
||||
NSURLSession * session = [NSURLSession sessionWithConfiguration:NSURLSessionConfiguration.ephemeralSessionConfiguration delegate: self delegateQueue: [NSOperationQueue mainQueue]];
|
||||
|
|
|
@ -425,7 +425,15 @@ void NodeList::sendDomainServerCheckIn() {
|
|||
auto accountManager = DependencyManager::get<AccountManager>();
|
||||
packetStream << FingerprintUtils::getMachineFingerprint();
|
||||
|
||||
auto desc = platform::getAll();
|
||||
platform::json all = platform::getAll();
|
||||
platform::json desc;
|
||||
// only pull out those items that will fit within a packet
|
||||
desc[platform::keys::COMPUTER] = all[platform::keys::COMPUTER];
|
||||
desc[platform::keys::MEMORY] = all[platform::keys::MEMORY];
|
||||
desc[platform::keys::CPUS] = all[platform::keys::CPUS];
|
||||
desc[platform::keys::GPUS] = all[platform::keys::GPUS];
|
||||
desc[platform::keys::DISPLAYS] = all[platform::keys::DISPLAYS];
|
||||
desc[platform::keys::NICS] = all[platform::keys::NICS];
|
||||
|
||||
QByteArray systemInfo(desc.dump().c_str());
|
||||
QByteArray compressedSystemInfo = qCompress(systemInfo);
|
||||
|
|
|
@ -11,14 +11,59 @@
|
|||
|
||||
#include "CharacterController.h"
|
||||
|
||||
#include <NumericalConstants.h>
|
||||
#include <AvatarConstants.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include <PhysicsCollisionGroups.h>
|
||||
|
||||
#include "ObjectMotionState.h"
|
||||
#include "PhysicsHelpers.h"
|
||||
#include "PhysicsLogging.h"
|
||||
#include "TemporaryPairwiseCollisionFilter.h"
|
||||
|
||||
const float STUCK_PENETRATION = -0.05f; // always negative into the object.
|
||||
const float STUCK_IMPULSE = 500.0f;
|
||||
|
||||
|
||||
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
|
||||
static bool _appliedStuckRecoveryStrategy = false;
|
||||
|
||||
static TemporaryPairwiseCollisionFilter _pairwiseFilter;
|
||||
|
||||
// Note: applyPairwiseFilter is registered as a sub-callback to Bullet's gContactAddedCallback feature
|
||||
// when we detect MyAvatar is "stuck". It will disable new ManifoldPoints between MyAvatar and mesh objects with
|
||||
// which it has deep penetration, and will continue disabling new contact until new contacts stop happening
|
||||
// (no overlap). If MyAvatar is not trying to move its velocity is defaulted to "up", to help it escape overlap.
|
||||
bool applyPairwiseFilter(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 (_pairwiseFilter.isFiltered(other)) {
|
||||
_pairwiseFilter.incrementEntry(other);
|
||||
// disable contact point by setting distance too large and normal to zero
|
||||
cp.setDistance(1.0e6f);
|
||||
cp.m_normalWorldOnB.setValue(0.0f, 0.0f, 0.0f);
|
||||
_appliedStuckRecoveryStrategy = true;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (other->getCollisionShape()->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE) {
|
||||
if ( cp.getDistance() < 2.0f * STUCK_PENETRATION ||
|
||||
cp.getAppliedImpulse() > 2.0f * STUCK_IMPULSE ||
|
||||
(cp.getDistance() < STUCK_PENETRATION && cp.getAppliedImpulse() > STUCK_IMPULSE)) {
|
||||
_pairwiseFilter.incrementEntry(other);
|
||||
// disable contact point by setting distance too large and normal to zero
|
||||
cp.setDistance(1.0e6f);
|
||||
cp.m_normalWorldOnB.setValue(0.0f, 0.0f, 0.0f);
|
||||
_appliedStuckRecoveryStrategy = true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef DEBUG_STATE_CHANGE
|
||||
#define SET_STATE(desiredState, reason) setState(desiredState, reason)
|
||||
|
@ -60,6 +105,8 @@ CharacterController::CharacterMotor::CharacterMotor(const glm::vec3& vel, const
|
|||
}
|
||||
}
|
||||
|
||||
static uint32_t _numCharacterControllers { 0 };
|
||||
|
||||
CharacterController::CharacterController() {
|
||||
_floorDistance = _scaleFactor * DEFAULT_AVATAR_FALL_HEIGHT;
|
||||
|
||||
|
@ -78,6 +125,11 @@ CharacterController::CharacterController() {
|
|||
_hasSupport = false;
|
||||
|
||||
_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
|
||||
|
||||
// ATM CharacterController is a singleton. When we want more we'll have to
|
||||
// overhaul the applyPairwiseFilter() logic to handle multiple instances.
|
||||
++_numCharacterControllers;
|
||||
assert(numCharacterControllers == 1);
|
||||
}
|
||||
|
||||
CharacterController::~CharacterController() {
|
||||
|
@ -92,64 +144,70 @@ 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 +217,21 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
|||
btDispatcher* dispatcher = collisionWorld->getDispatcher();
|
||||
int numManifolds = dispatcher->getNumManifolds();
|
||||
bool hasFloor = false;
|
||||
bool isStuck = false;
|
||||
bool probablyStuck = _isStuck && _appliedStuckRecoveryStrategy;
|
||||
|
||||
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 +239,24 @@ 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 +264,7 @@ 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 +272,44 @@ 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.
|
||||
probablyStuck = probablyStuck
|
||||
|| deepestDistance < 2.0f * STUCK_PENETRATION
|
||||
|| strongestImpulse > 2.0f * STUCK_IMPULSE
|
||||
|| (deepestDistance < STUCK_PENETRATION && strongestImpulse > STUCK_IMPULSE);
|
||||
|
||||
if (_isStuck != probablyStuck) {
|
||||
++_stuckTransitionCount;
|
||||
if (_stuckTransitionCount > NUM_SUBSTEPS_FOR_STUCK_TRANSITION) {
|
||||
// we've been in this "probablyStuck" state for several consecutive substeps
|
||||
// --> make it official by changing state
|
||||
qCDebug(physics) << "CharacterController::_isStuck :" << _isStuck << "-->" << probablyStuck;
|
||||
_isStuck = probablyStuck;
|
||||
// init _numStuckSubsteps at NUM_SUBSTEPS_FOR_SAFE_LANDING_RETRY so SafeLanding tries to help immediately
|
||||
_numStuckSubsteps = NUM_SUBSTEPS_FOR_SAFE_LANDING_RETRY;
|
||||
_stuckTransitionCount = 0;
|
||||
if (_isStuck) {
|
||||
// enable pairwise filter
|
||||
_physicsEngine->setContactAddedCallback(applyPairwiseFilter);
|
||||
_pairwiseFilter.incrementStepCount();
|
||||
} else {
|
||||
// disable pairwise filter
|
||||
_physicsEngine->setContactAddedCallback(nullptr);
|
||||
_appliedStuckRecoveryStrategy = false;
|
||||
_pairwiseFilter.clearAllEntries();
|
||||
}
|
||||
updateCurrentGravity();
|
||||
}
|
||||
} else {
|
||||
_stuckTransitionCount = 0;
|
||||
if (_isStuck) {
|
||||
++_numStuckSubsteps;
|
||||
_appliedStuckRecoveryStrategy = false;
|
||||
}
|
||||
}
|
||||
return hasFloor;
|
||||
}
|
||||
|
||||
|
@ -394,7 +483,7 @@ static const char* stateToStr(CharacterController::State state) {
|
|||
|
||||
void CharacterController::updateCurrentGravity() {
|
||||
int32_t collisionMask = computeCollisionMask();
|
||||
if (_state == State::Hover || collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS) {
|
||||
if (_state == State::Hover || collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS || _isStuck) {
|
||||
_currentGravity = 0.0f;
|
||||
} else {
|
||||
_currentGravity = _gravity;
|
||||
|
@ -452,7 +541,7 @@ 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 +559,15 @@ 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;
|
||||
|
@ -634,6 +732,8 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
|
|||
}
|
||||
|
||||
void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
|
||||
btVector3 currentVelocity = velocity;
|
||||
|
||||
if (velocity.length2() < MIN_TARGET_SPEED_SQUARED) {
|
||||
velocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
@ -665,6 +765,12 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
|
|||
if (velocity.length2() < MIN_TARGET_SPEED_SQUARED) {
|
||||
velocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
if (_isStuck && _targetVelocity.length2() < MIN_TARGET_SPEED_SQUARED) {
|
||||
// we're stuck, but not trying to move --> move UP by default
|
||||
// in the hopes we'll get unstuck
|
||||
const float STUCK_EXTRACTION_SPEED = 1.0f;
|
||||
velocity = STUCK_EXTRACTION_SPEED * _currentUp;
|
||||
}
|
||||
|
||||
// 'thrust' is applied at the very end
|
||||
_targetVelocity += dt * _linearAcceleration;
|
||||
|
@ -672,6 +778,14 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
|
|||
// Note the differences between these two variables:
|
||||
// _targetVelocity = ideal final velocity according to input
|
||||
// velocity = real final velocity after motors are applied to current velocity
|
||||
|
||||
bool gettingStuck = !_isStuck && _stuckTransitionCount > 1 && _state == State::Hover;
|
||||
if (gettingStuck && velocity.length2() > currentVelocity.length2()) {
|
||||
// we are probably trying to fly fast into a mesh obstacle
|
||||
// which is causing us to tickle the "stuck" detection code
|
||||
// so we average our new velocity with currentVeocity to prevent a "safe landing" response
|
||||
velocity = 0.5f * (velocity + currentVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
|
||||
|
@ -681,7 +795,7 @@ void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
|
|||
}
|
||||
|
||||
void CharacterController::updateState() {
|
||||
if (!_dynamicsWorld) {
|
||||
if (!_physicsEngine) {
|
||||
return;
|
||||
}
|
||||
if (_pendingFlags & PENDING_FLAG_RECOMPUTE_FLYING) {
|
||||
|
@ -712,7 +826,7 @@ 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 +943,21 @@ 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)));
|
||||
|
@ -843,6 +972,11 @@ void CharacterController::preSimulation() {
|
|||
_followTime = 0.0f;
|
||||
_followLinearDisplacement = btVector3(0, 0, 0);
|
||||
_followAngularDisplacement = btQuaternion::getIdentity();
|
||||
|
||||
if (_isStuck) {
|
||||
_pairwiseFilter.expireOldEntries();
|
||||
_pairwiseFilter.incrementStepCount();
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::postSimulation() {
|
||||
|
|
|
@ -20,11 +20,12 @@
|
|||
|
||||
#include <GLMHelpers.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include <PhysicsCollisionGroups.h>
|
||||
|
||||
#include "AvatarConstants.h"
|
||||
#include "BulletUtil.h"
|
||||
#include "CharacterGhostObject.h"
|
||||
#include "AvatarConstants.h"
|
||||
#include "PhysicsEngine.h"
|
||||
#include "PhysicsHelpers.h"
|
||||
|
||||
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
|
||||
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
|
||||
|
@ -37,6 +38,9 @@ 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_SUBSTEPS_FOR_STUCK_TRANSITION = 6; // physics substeps
|
||||
const uint32_t NUM_SUBSTEPS_FOR_SAFE_LANDING_RETRY = NUM_SUBSTEPS_PER_SECOND / 2; // retry every half second
|
||||
|
||||
class btRigidBody;
|
||||
class btCollisionWorld;
|
||||
class btDynamicsWorld;
|
||||
|
@ -53,7 +57,8 @@ 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 +125,8 @@ 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);
|
||||
|
@ -139,6 +145,8 @@ public:
|
|||
void setSeated(bool isSeated) { _isSeated = isSeated; }
|
||||
bool getSeated() { return _isSeated; }
|
||||
|
||||
void resetStuckCounter() { _numStuckSubsteps = 0; }
|
||||
|
||||
protected:
|
||||
#ifdef DEBUG_STATE_CHANGE
|
||||
void setState(State state, const char* reason);
|
||||
|
@ -187,7 +195,6 @@ 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 +204,7 @@ protected:
|
|||
btScalar _radius { 0.0f };
|
||||
|
||||
btScalar _floorDistance;
|
||||
bool _steppingUp { false };
|
||||
bool _stepUpEnabled { true };
|
||||
bool _hasSupport;
|
||||
|
||||
|
@ -213,11 +221,14 @@ 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 _numStuckSubsteps { 0 };
|
||||
|
||||
bool _inWorld { false };
|
||||
bool _zoneFlyingAllowed { true };
|
||||
bool _comfortFlyingAllowed { true };
|
||||
bool _hoverWhenUnsupported{ true };
|
||||
|
|
|
@ -27,33 +27,13 @@
|
|||
#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) {
|
||||
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;
|
||||
}
|
||||
|
||||
PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
|
||||
_originOffset(offset),
|
||||
_myAvatarController(nullptr) {
|
||||
}
|
||||
|
||||
PhysicsEngine::~PhysicsEngine() {
|
||||
if (_myAvatarController) {
|
||||
_myAvatarController->setDynamicsWorld(nullptr);
|
||||
}
|
||||
_myAvatarController = nullptr;
|
||||
delete _collisionConfig;
|
||||
delete _collisionDispatcher;
|
||||
delete _broadphaseFilter;
|
||||
|
@ -335,27 +315,6 @@ 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();
|
||||
|
@ -364,15 +323,11 @@ 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -734,15 +689,7 @@ 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;
|
||||
}
|
||||
_myAvatarController = character;
|
||||
}
|
||||
|
||||
EntityDynamicPointer PhysicsEngine::getDynamicByID(const QUuid& dynamicID) const {
|
||||
|
@ -872,14 +819,11 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
|
|||
}
|
||||
}
|
||||
|
||||
void PhysicsEngine::enableGlobalContactAddedCallback(bool enabled) {
|
||||
if (enabled) {
|
||||
// register contact filter to help MyAvatar pass through backfacing triangles
|
||||
gContactAddedCallback = flipNormalsMyAvatarVsBackfacingTriangles;
|
||||
} else {
|
||||
// deregister contact filter
|
||||
gContactAddedCallback = nullptr;
|
||||
}
|
||||
void PhysicsEngine::setContactAddedCallback(PhysicsEngine::ContactAddedCallback newCb) {
|
||||
// gContactAddedCallback is a special feature hook in Bullet
|
||||
// if non-null AND one of the colliding objects has btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK flag set
|
||||
// then it is called whenever a new candidate contact point is created
|
||||
gContactAddedCallback = newCb;
|
||||
}
|
||||
|
||||
struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
|
||||
|
|
|
@ -74,6 +74,10 @@ using CollisionEvents = std::vector<Collision>;
|
|||
|
||||
class PhysicsEngine {
|
||||
public:
|
||||
using ContactAddedCallback = bool (*)(btManifoldPoint& cp,
|
||||
const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0,
|
||||
const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1);
|
||||
|
||||
class Transaction {
|
||||
public:
|
||||
void clear() {
|
||||
|
@ -150,7 +154,10 @@ 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 setContactAddedCallback(ContactAddedCallback cb);
|
||||
|
||||
btDiscreteDynamicsWorld* getDynamicsWorld() const { return _dynamicsWorld; }
|
||||
void removeContacts(ObjectMotionState* motionState);
|
||||
|
||||
private:
|
||||
QList<EntityDynamicPointer> removeDynamicsForBody(btRigidBody* body);
|
||||
|
@ -159,8 +166,6 @@ 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;
|
||||
|
|
36
libraries/physics/src/TemporaryPairwiseCollisionFilter.cpp
Executable file
36
libraries/physics/src/TemporaryPairwiseCollisionFilter.cpp
Executable file
|
@ -0,0 +1,36 @@
|
|||
//
|
||||
// TemporaryPairwiseCollisionFilter.cpp
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2019.08.12
|
||||
// Copyright 2018 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 "TemporaryPairwiseCollisionFilter.h"
|
||||
|
||||
bool TemporaryPairwiseCollisionFilter::isFiltered(const btCollisionObject* object) const {
|
||||
return _filteredContacts.find(object) != _filteredContacts.end();
|
||||
}
|
||||
|
||||
void TemporaryPairwiseCollisionFilter::incrementEntry(const btCollisionObject* object) {
|
||||
LastContactMap::iterator itr = _filteredContacts.find(object);
|
||||
if (itr == _filteredContacts.end()) {
|
||||
_filteredContacts.emplace(std::make_pair(object, _stepCount));
|
||||
} else {
|
||||
itr->second = _stepCount;
|
||||
}
|
||||
}
|
||||
|
||||
void TemporaryPairwiseCollisionFilter::expireOldEntries() {
|
||||
LastContactMap::iterator itr = _filteredContacts.begin();
|
||||
while (itr != _filteredContacts.end()) {
|
||||
if (itr->second < _stepCount) {
|
||||
itr = _filteredContacts.erase(itr);
|
||||
} else {
|
||||
++itr;
|
||||
}
|
||||
}
|
||||
}
|
35
libraries/physics/src/TemporaryPairwiseCollisionFilter.h
Executable file
35
libraries/physics/src/TemporaryPairwiseCollisionFilter.h
Executable file
|
@ -0,0 +1,35 @@
|
|||
//
|
||||
// TemporaryPairwiseCollisionFilter.h
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2019.08.12
|
||||
// Copyright 2018 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
|
||||
//
|
||||
|
||||
#ifndef hifi_TemporaryPairwiseCollisionFilter_h
|
||||
#define hifi_TemporaryPairwiseCollisionFilter_h
|
||||
|
||||
#include <unordered_map>
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
|
||||
class TemporaryPairwiseCollisionFilter {
|
||||
public:
|
||||
using LastContactMap = std::unordered_map<const btCollisionObject*, uint32_t>;
|
||||
|
||||
TemporaryPairwiseCollisionFilter() { }
|
||||
|
||||
bool isFiltered(const btCollisionObject* object) const;
|
||||
void incrementEntry(const btCollisionObject* object);
|
||||
void expireOldEntries();
|
||||
void clearAllEntries() { _filteredContacts.clear(); _stepCount = 0; }
|
||||
void incrementStepCount() { ++_stepCount; }
|
||||
|
||||
protected:
|
||||
LastContactMap _filteredContacts;
|
||||
uint32_t _stepCount { 0 };
|
||||
};
|
||||
|
||||
#endif // hifi_TemporaryPairwiseCollisionFilter_h
|
|
@ -19,8 +19,9 @@
|
|||
// TODO: move everything in here to the physics library after the physics/entities library
|
||||
// dependency order is swapped.
|
||||
|
||||
const int PHYSICS_ENGINE_MAX_NUM_SUBSTEPS = 6; // Bullet will start to "lose time" at 10 FPS.
|
||||
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 90.0f;
|
||||
const int32_t PHYSICS_ENGINE_MAX_NUM_SUBSTEPS = 6; // Bullet will start to "lose time" at 10 FPS.
|
||||
const uint32_t NUM_SUBSTEPS_PER_SECOND = 90;
|
||||
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / (float)NUM_SUBSTEPS_PER_SECOND;
|
||||
|
||||
const float DYNAMIC_LINEAR_SPEED_THRESHOLD = 0.05f; // 5 cm/sec
|
||||
const float DYNAMIC_ANGULAR_SPEED_THRESHOLD = 0.087266f; // ~5 deg/sec
|
||||
|
|
Loading…
Reference in a new issue