Merge branch 'master' of https://github.com/highfidelity/hifi into temp1

This commit is contained in:
Sam Gateau 2015-03-29 10:16:09 -07:00
commit 3baa4eadeb
12 changed files with 177 additions and 257 deletions

View file

@ -138,7 +138,7 @@
<h3>Import models</h3>
<img class="grid-img" src="img/models.png" alt"Import models"></img>
<p>
Use the editEntitles.js script to<br>
Use the <strong>edit.js</strong> script to<br>
add FBX models in-world. You<br>
can use grids and fine tune<br>
placement-related parameters<br>

View file

@ -987,12 +987,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
resetSensors();
break;
case Qt::Key_G:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::ObeyEnvironmentalGravity);
}
break;
case Qt::Key_A:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::Atmosphere);
@ -1165,10 +1159,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
break;
}
case Qt::Key_Comma: {
_myAvatar->togglePhysicsEnabled();
}
default:
event->ignore();
break;
@ -2192,7 +2182,6 @@ void Application::update(float deltaTime) {
{
PerformanceTimer perfTimer("physics");
_myAvatar->preSimulation();
_physicsEngine.stepSimulation();
}

View file

@ -201,9 +201,7 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::NamesAboveHeads, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::GlowWhenSpeaking, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::BlueSpeechSphere, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ObeyEnvironmentalGravity, Qt::SHIFT | Qt::Key_G, false,
avatar, SLOT(updateMotionBehavior()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::StandOnNearbyFloors, 0, true,
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::EnableCharacterController, 0, true,
avatar, SLOT(updateMotionBehavior()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ShiftHipsForIdleAnimations, 0, false,
avatar, SLOT(updateMotionBehavior()));

View file

@ -153,6 +153,7 @@ namespace MenuOption {
const QString EchoServerAudio = "Echo Server Audio";
const QString EditEntitiesHelp = "Edit Entities Help...";
const QString Enable3DTVMode = "Enable 3DTV Mode";
const QString EnableCharacterController = "Enable avatar collisions";
const QString EnableGlowEffect = "Enable Glow Effect (Warning: Poor Oculus Performance)";
const QString EnableVRMode = "Enable VR Mode";
const QString Entities = "Entities";
@ -185,7 +186,6 @@ namespace MenuOption {
const QString MuteAudio = "Mute Microphone";
const QString MuteEnvironment = "Mute Environment";
const QString NoFaceTracking = "None";
const QString ObeyEnvironmentalGravity = "Obey Environmental Gravity";
const QString OctreeStats = "Entity Statistics";
const QString OffAxisProjection = "Off-Axis Projection";
const QString OnlyDisplayTopTen = "Only Display Top Ten";
@ -236,7 +236,6 @@ namespace MenuOption {
const QString SixenseEnabled = "Enable Hydra Support";
const QString SixenseMouseInput = "Enable Sixense Mouse Input";
const QString SixenseLasers = "Enable Sixense UI Lasers";
const QString StandOnNearbyFloors = "Stand on nearby floors";
const QString ShiftHipsForIdleAnimations = "Shift hips for idle animations";
const QString Stars = "Stars";
const QString Stats = "Stats";

View file

@ -81,7 +81,6 @@ MyAvatar::MyAvatar() :
_scriptedMotorTimescale(DEFAULT_SCRIPTED_MOTOR_TIMESCALE),
_scriptedMotorFrame(SCRIPTED_MOTOR_CAMERA_FRAME),
_motionBehaviors(AVATAR_MOTION_DEFAULTS),
_enablePhysics(false),
_characterController(this),
_lookAtTargetAvatar(),
_shouldRender(true),
@ -101,6 +100,7 @@ MyAvatar::MyAvatar() :
// connect to AddressManager signal for location jumps
connect(DependencyManager::get<AddressManager>().data(), &AddressManager::locationChangeRequired,
this, &MyAvatar::goToLocation);
_characterController.setEnabled(true);
}
MyAvatar::~MyAvatar() {
@ -147,10 +147,6 @@ void MyAvatar::update(float deltaTime) {
head->setAudioLoudness(audio->getLastInputLoudness());
head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
if (_motionBehaviors & AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY) {
setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
}
simulate(deltaTime);
if (_feetTouchFloor) {
_skeletonModel.updateStandingFoot();
@ -174,11 +170,7 @@ void MyAvatar::simulate(float deltaTime) {
{
PerformanceTimer perfTimer("transform");
updateOrientation(deltaTime);
if (isPhysicsEnabled()) {
updatePositionWithPhysics(deltaTime);
} else {
updatePosition(deltaTime);
}
updatePosition(deltaTime);
}
{
@ -484,26 +476,6 @@ void MyAvatar::loadLastRecording() {
_player->loadRecording(_recorder->getRecording());
}
void MyAvatar::setLocalGravity(glm::vec3 gravity) {
_motionBehaviors |= AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
// Environmental and Local gravities are incompatible. Since Local is being set here
// the environmental setting must be removed.
_motionBehaviors &= ~AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
setGravity(gravity);
}
void MyAvatar::setGravity(const glm::vec3& gravity) {
_gravity = gravity;
// use the gravity to determine the new world up direction, if possible
float gravityLength = glm::length(gravity);
if (gravityLength > EPSILON) {
_worldUpDirection = _gravity / -gravityLength;
}
// NOTE: the else case here it to leave _worldUpDirection unchanged
// so it continues to point opposite to the previous gravity setting.
}
AnimationHandlePointer MyAvatar::addAnimationHandle() {
AnimationHandlePointer handle = _skeletonModel.createAnimationHandle();
_animationHandles.append(handle);
@ -1258,128 +1230,38 @@ glm::vec3 MyAvatar::applyScriptedMotor(float deltaTime, const glm::vec3& localVe
return localVelocity + motorEfficiency * deltaVelocity;
}
const float NEARBY_FLOOR_THRESHOLD = 5.0f;
void MyAvatar::updatePosition(float deltaTime) {
// check for floor by casting a ray straight down from avatar's position
float heightAboveFloor = FLT_MAX;
bool hasFloor = false;
const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
const float maxFloorDistance = boundingShape.getBoundingRadius() * NEARBY_FLOOR_THRESHOLD;
RayIntersectionInfo intersection;
// NOTE: avatar is center of PhysicsSimulation, so rayStart is the origin for the purposes of the raycast
intersection._rayStart = glm::vec3(0.0f);
intersection._rayDirection = - _worldUpDirection;
intersection._rayLength = 4.0f * boundingShape.getBoundingRadius();
// velocity is initialized to the measured _velocity but will be modified by friction, external thrust, etc
glm::vec3 velocity = _velocity;
bool pushingUp = (_driveKeys[UP] - _driveKeys[DOWN] > 0.0f) || _scriptedMotorVelocity.y > 0.0f;
if (_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
const float MAX_SPEED_UNDER_GRAVITY = 2.0f * _scale * MAX_WALKING_SPEED;
if (pushingUp || glm::length2(velocity) > MAX_SPEED_UNDER_GRAVITY * MAX_SPEED_UNDER_GRAVITY) {
// we're pushing up or moving quickly, so disable gravity
setLocalGravity(glm::vec3(0.0f));
hasFloor = false;
} else {
if (heightAboveFloor > maxFloorDistance) {
// disable local gravity when floor is too far away
setLocalGravity(glm::vec3(0.0f));
hasFloor = false;
} else {
// enable gravity
setLocalGravity(-_worldUpDirection);
}
}
}
bool zeroDownwardVelocity = false;
bool gravityEnabled = (glm::length2(_gravity) > EPSILON);
if (gravityEnabled) {
const float SLOP = 0.002f;
if (heightAboveFloor < SLOP) {
if (heightAboveFloor < 0.0) {
// Gravity is in effect so we assume that the avatar is colliding against the world and we need
// to lift avatar out of floor, but we don't want to do it too fast (keep it smooth).
float distanceToLift = glm::min(-heightAboveFloor, MAX_WALKING_SPEED * deltaTime);
// We don't use applyPositionDelta() for this lift distance because we don't want the avatar
// to come flying out of the floor. Instead we update position directly, and set a boolean
// that will remind us later to zero any downward component of the velocity.
_position += distanceToLift * _worldUpDirection;
}
zeroDownwardVelocity = true;
}
if (!zeroDownwardVelocity) {
velocity += (deltaTime * GRAVITY_EARTH) * _gravity;
}
}
// rotate velocity into camera frame
glm::quat rotation = getHead()->getCameraOrientation();
glm::vec3 localVelocity = glm::inverse(rotation) * velocity;
// apply motors in camera frame
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, hasFloor);
newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
// rotate back into world-frame
velocity = rotation * newLocalVelocity;
// apply thrust
velocity += _thrust * deltaTime;
_thrust = glm::vec3(0.0f);
// remove downward velocity so we don't push into floor
if (zeroDownwardVelocity) {
float verticalSpeed = glm::dot(velocity, _worldUpDirection);
if (verticalSpeed < 0.0f || !pushingUp) {
velocity -= verticalSpeed * _worldUpDirection;
}
}
// cap avatar speed
float speed = glm::length(velocity);
if (speed > MAX_AVATAR_SPEED) {
velocity *= MAX_AVATAR_SPEED / speed;
speed = MAX_AVATAR_SPEED;
}
// update position
if (speed > MIN_AVATAR_SPEED) {
applyPositionDelta(deltaTime * velocity);
}
// update _moving flag based on speed
const float MOVING_SPEED_THRESHOLD = 0.01f;
_moving = speed > MOVING_SPEED_THRESHOLD;
measureMotionDerivatives(deltaTime);
}
void MyAvatar::updatePositionWithPhysics(float deltaTime) {
// rotate velocity into camera frame
glm::quat rotation = getHead()->getCameraOrientation();
glm::vec3 localVelocity = glm::inverse(rotation) * _velocity;
bool hasFloor = false;
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, hasFloor);
bool isOnGround = _characterController.onGround();
glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, isOnGround);
newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
// cap avatar speed
float speed = glm::length(newLocalVelocity);
if (speed > MAX_WALKING_SPEED) {
newLocalVelocity *= MAX_WALKING_SPEED / speed;
}
// rotate back into world-frame
_velocity = rotation * newLocalVelocity;
_velocity += _thrust * deltaTime;
_thrust = glm::vec3(0.0f);
// cap avatar speed
float speed = glm::length(_velocity);
if (speed > MAX_AVATAR_SPEED) {
_velocity *= MAX_AVATAR_SPEED / speed;
speed = MAX_AVATAR_SPEED;
}
if (speed > MIN_AVATAR_SPEED && !_characterController.isEnabled()) {
// update position ourselves
applyPositionDelta(deltaTime * _velocity);
measureMotionDerivatives(deltaTime);
} // else physics will move avatar later
// update _moving flag based on speed
const float MOVING_SPEED_THRESHOLD = 0.01f;
_moving = speed > MOVING_SPEED_THRESHOLD;
}
void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
@ -1496,23 +1378,6 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
void MyAvatar::updateMotionBehavior() {
Menu* menu = Menu::getInstance();
if (menu->isOptionChecked(MenuOption::ObeyEnvironmentalGravity)) {
_motionBehaviors |= AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
// Environmental and Local gravities are incompatible. Environmental setting trumps local.
_motionBehaviors &= ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
} else {
_motionBehaviors &= ~AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
}
if (! (_motionBehaviors & (AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY | AVATAR_MOTION_OBEY_LOCAL_GRAVITY))) {
setGravity(glm::vec3(0.0f));
}
if (menu->isOptionChecked(MenuOption::StandOnNearbyFloors)) {
_motionBehaviors |= AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
// standing on floors requires collision with voxels
// TODO: determine what to do with this now that voxels are gone
} else {
_motionBehaviors &= ~AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
}
if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) {
_motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;
} else {
@ -1523,6 +1388,7 @@ void MyAvatar::updateMotionBehavior() {
} else {
_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
}
_characterController.setEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController));
_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
}
@ -1581,10 +1447,6 @@ glm::vec3 MyAvatar::getLaserPointerTipPosition(const PalmData* palm) {
return palm->getPosition();
}
void MyAvatar::preSimulation() {
_characterController.setEnabled(_enablePhysics);
}
void MyAvatar::clearDriveKeys() {
for (int i = 0; i < MAX_DRIVE_KEYS; ++i) {
_driveKeys[i] = 0.0f;

View file

@ -25,7 +25,7 @@ class MyAvatar : public Avatar {
Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity)
Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale)
Q_PROPERTY(QString motorReferenceFrame READ getScriptedMotorFrame WRITE setScriptedMotorFrame)
Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setLocalGravity)
//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
public:
MyAvatar();
@ -44,13 +44,11 @@ public:
// setters
void setLeanScale(float scale) { _leanScale = scale; }
void setLocalGravity(glm::vec3 gravity);
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
void setRealWorldFieldOfView(float realWorldFov) { _realWorldFieldOfView.set(realWorldFov); }
// getters
float getLeanScale() const { return _leanScale; }
glm::vec3 getGravity() const { return _gravity; }
Q_INVOKABLE glm::vec3 getDefaultEyePosition() const;
bool getShouldRenderLocally() const { return _shouldRender; }
float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
@ -148,11 +146,6 @@ public:
const RecorderPointer getRecorder() const { return _recorder; }
const PlayerPointer getPlayer() const { return _player; }
void togglePhysicsEnabled() { _enablePhysics = !_enablePhysics; }
bool isPhysicsEnabled() { return _enablePhysics; }
void setPhysicsEnabled(bool enablePhysics) { _enablePhysics = enablePhysics; }
void preSimulation();
public slots:
void increaseSize();
@ -209,7 +202,6 @@ private:
int _scriptedMotorFrame;
quint32 _motionBehaviors;
bool _enablePhysics;
CharacterController _characterController;
QWeakPointer<AvatarData> _lookAtTargetAvatar;
@ -234,10 +226,8 @@ private:
glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool walkingOnFloor);
glm::vec3 applyScriptedMotor(float deltaTime, const glm::vec3& velocity);
void updatePosition(float deltaTime);
void updatePositionWithPhysics(float deltaTime);
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
void maybeUpdateBillboard();
void setGravity(const glm::vec3& gravity);
};
#endif // hifi_MyAvatar_h

View file

@ -61,21 +61,13 @@ typedef unsigned long long quint64;
const quint32 AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED = 1U << 0;
const quint32 AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED = 1U << 1;
const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 2;
const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 3;
const quint32 AVATAR_MOTION_STAND_ON_NEARBY_FLOORS = 1U << 4;
const quint32 AVATAR_MOTION_DEFAULTS =
AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED |
AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED |
AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
// these bits will be expanded as features are exposed
const quint32 AVATAR_MOTION_SCRIPTABLE_BITS =
AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED |
AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY |
AVATAR_MOTION_OBEY_LOCAL_GRAVITY |
AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
// Bitset of state flags - we store the key state, hand state, faceshift, chat circling, and existance of
@ -365,8 +357,8 @@ protected:
HeadData* _headData;
HandData* _handData;
QUrl _faceModelURL = DEFAULT_HEAD_MODEL_URL;
QUrl _skeletonModelURL = DEFAULT_BODY_MODEL_URL;
QUrl _faceModelURL; // These need to be empty so that on first time setting them they will not short circuit
QUrl _skeletonModelURL; // These need to be empty so that on first time setting them they will not short circuit
QVector<AttachmentData> _attachmentData;
QString _displayName;

View file

@ -282,7 +282,7 @@ void AccountManager::processReply() {
} else {
passErrorToCallback(requestReply);
}
delete requestReply;
requestReply->deleteLater();
}
void AccountManager::passSuccessToCallback(QNetworkReply* requestReply) {

View file

@ -40,6 +40,24 @@ static btVector3 getNormalizedVector(const btVector3& v) {
return n;
}
class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback {
public:
btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) :
btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)) {
_me = me;
}
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) {
if (rayResult.m_collisionObject == _me) {
return 1.0f;
}
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
}
protected:
btCollisionObject* _me;
};
class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback {
public:
btKinematicClosestNotMeConvexResultCallback(btCollisionObject* me, const btVector3& up, btScalar minSlopeDot)
@ -199,9 +217,7 @@ CharacterController::CharacterController(AvatarData* avatarData) {
assert(avatarData);
_avatarData = avatarData;
// cache the "PhysicsEnabled" state of _avatarData
_enabled = false;
_ghostObject = NULL;
_convexShape = NULL;
@ -210,11 +226,13 @@ CharacterController::CharacterController(AvatarData* avatarData) {
_velocityTimeInterval = 0.0f;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
_gravity = 9.8f;
_gravity = 5.0f; // slower than Earth's
_maxFallSpeed = 55.0f; // Terminal velocity of a sky diver in m/s.
_jumpSpeed = 7.0f;
_wasOnGround = false;
_wasJumping = false;
_jumpSpeed = 5.0f;
_isOnGround = false;
_isJumping = false;
_isHovering = true;
_jumpToHoverStart = 0;
setMaxSlope(btRadians(45.0f));
_lastStepUp = 0.0f;
_pendingFlags = 0;
@ -325,6 +343,26 @@ bool CharacterController::recoverFromPenetration(btCollisionWorld* collisionWorl
return penetration;
}
void CharacterController::scanDown(btCollisionWorld* world) {
// we test with downward raycast and if we don't find floor close enough then turn on "hover"
btKinematicClosestNotMeRayResultCallback callback(_ghostObject);
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
btVector3 start = _currentPosition;
const btScalar MAX_SCAN_HEIGHT = 20.0f + _halfHeight + _radius; // closest possible floor for disabling hover
const btScalar MIN_HOVER_HEIGHT = 3.0f + _halfHeight + _radius; // distance to floor for enabling hover
btVector3 end = start - MAX_SCAN_HEIGHT * up;
world->rayTest(start, end, callback);
if (!callback.hasHit()) {
_isHovering = true;
} else if (_isHovering && callback.m_closestHitFraction * MAX_SCAN_HEIGHT < MIN_HOVER_HEIGHT) {
_isHovering = false;
}
}
void CharacterController::stepUp(btCollisionWorld* world) {
// phase 1: up
@ -334,7 +372,7 @@ void CharacterController::stepUp(btCollisionWorld* world) {
btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
start.setOrigin(_currentPosition + up * (_convexShape->getMargin() + _addedMargin));
_targetPosition = _currentPosition + up * _stepHeight;
_targetPosition = _currentPosition + up * _stepUpHeight;
end.setIdentity();
end.setOrigin(_targetPosition);
@ -352,15 +390,15 @@ void CharacterController::stepUp(btCollisionWorld* world) {
// Only modify the position if the hit was a slope and not a wall or ceiling.
if (callback.m_hitNormalWorld.dot(up) > 0.0f) {
_lastStepUp = _stepHeight * callback.m_closestHitFraction;
_lastStepUp = _stepUpHeight * callback.m_closestHitFraction;
_currentPosition.setInterpolate3(_currentPosition, _targetPosition, callback.m_closestHitFraction);
} else {
_lastStepUp = _stepHeight;
_lastStepUp = _stepUpHeight;
_currentPosition = _targetPosition;
}
} else {
_currentPosition = _targetPosition;
_lastStepUp = _stepHeight;
_lastStepUp = _stepUpHeight;
}
}
@ -411,12 +449,12 @@ void CharacterController::stepForward(btCollisionWorld* collisionWorld, const bt
btScalar margin = _convexShape->getMargin();
_convexShape->setMargin(margin + _addedMargin);
const btScalar MIN_STEP_DISTANCE = 0.0001f;
const btScalar MIN_STEP_DISTANCE_SQUARED = 1.0e-6f;
btVector3 step = _targetPosition - _currentPosition;
btScalar stepLength2 = step.length2();
int maxIter = 10;
while (stepLength2 > MIN_STEP_DISTANCE && maxIter-- > 0) {
while (stepLength2 > MIN_STEP_DISTANCE_SQUARED && maxIter-- > 0) {
start.setOrigin(_currentPosition);
end.setOrigin(_targetPosition);
@ -477,13 +515,16 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
end.setOrigin(_targetPosition);
_ghostObject->convexSweepTest(_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
_isOnGround = false;
if (callback.hasHit()) {
_currentPosition += callback.m_closestHitFraction * step;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
_wasJumping = false;
} else if (!_wasJumping) {
_isJumping = false;
_isOnGround = true;
} else if (!_isJumping) {
// sweep again for floor within downStep threshold
step = -_stepDownHeight * up;
StepDownConvexResultCallback callback2 (_ghostObject,
up,
_currentPosition, step,
@ -495,8 +536,6 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
_currentPosition = _targetPosition;
btVector3 oldPosition = _currentPosition;
step = (- _stepHeight) * up;
_targetPosition = _currentPosition + step;
start.setOrigin(_currentPosition);
@ -507,10 +546,10 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
_currentPosition += callback2.m_closestHitFraction * step;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
_wasJumping = false;
_isJumping = false;
_isOnGround = true;
} else {
// nothing to step down on, so remove the stepUp effect
_currentPosition = oldPosition - _lastStepUp * up;
// nothing to step down on
_lastStepUp = 0.0f;
}
} else {
@ -534,8 +573,8 @@ void CharacterController::setVelocityForTimeInterval(const btVector3& velocity,
void CharacterController::reset(btCollisionWorld* collisionWorld) {
_verticalVelocity = 0.0;
_verticalOffset = 0.0;
_wasOnGround = false;
_wasJumping = false;
_isOnGround = false;
_isJumping = false;
_walkDirection.setValue(0,0,0);
_velocityTimeInterval = 0.0;
@ -581,14 +620,17 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
return; // no motion
}
_wasOnGround = onGround();
// Update fall velocity.
_verticalVelocity -= _gravity * dt;
if (_verticalVelocity > _jumpSpeed) {
_verticalVelocity = _jumpSpeed;
} else if (_verticalVelocity < -_maxFallSpeed) {
_verticalVelocity = -_maxFallSpeed;
if (_isHovering) {
const btScalar HOVER_RELAXATION_TIMESCALE = 1.0f;
_verticalVelocity *= (1.0f - dt / HOVER_RELAXATION_TIMESCALE);
} else {
_verticalVelocity -= _gravity * dt;
if (_verticalVelocity > _jumpSpeed) {
_verticalVelocity = _jumpSpeed;
} else if (_verticalVelocity < -_maxFallSpeed) {
_verticalVelocity = -_maxFallSpeed;
}
}
_verticalOffset = _verticalVelocity * dt;
@ -600,11 +642,14 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
// (2) step the character forward
// (3) step the character down looking for new ledges, the original floor, or a floor one step below where we started
scanDown(collisionWorld);
stepUp(collisionWorld);
// compute substep and decrement total interval
btScalar dtMoving = (dt < _velocityTimeInterval) ? dt : _velocityTimeInterval;
_velocityTimeInterval -= dt;
_stepDt += dt;
// stepForward substep
btVector3 move = _walkDirection * dtMoving;
@ -629,11 +674,25 @@ void CharacterController::setMaxJumpHeight(btScalar maxJumpHeight) {
}
bool CharacterController::canJump() const {
return onGround();
return _isOnGround;
}
void CharacterController::jump() {
_pendingFlags |= PENDING_FLAG_JUMP;
// check for case where user is holding down "jump" key...
// we'll eventually tansition to "hover"
if (!_isHovering) {
if (!_isJumping) {
_jumpToHoverStart = usecTimestampNow();
} else {
quint64 now = usecTimestampNow();
const quint64 JUMP_TO_HOVER_PERIOD = USECS_PER_SECOND;
if (now - _jumpToHoverStart < JUMP_TO_HOVER_PERIOD) {
_isHovering = true;
}
}
}
}
void CharacterController::setGravity(btScalar gravity) {
@ -654,7 +713,7 @@ btScalar CharacterController::getMaxSlope() const {
}
bool CharacterController::onGround() const {
return _enabled && _verticalVelocity == 0.0f && _verticalOffset == 0.0f;
return _isOnGround;
}
void CharacterController::debugDraw(btIDebugDraw* debugDrawer) {
@ -684,10 +743,12 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm
if (radiusDelta < FLT_EPSILON && heightDelta < FLT_EPSILON) {
// shape hasn't changed --> nothing to do
} else {
// we always need to: REMOVE when UPDATE_SHAPE, to avoid deleting shapes out from under the PhysicsEngine
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION
| PENDING_FLAG_UPDATE_SHAPE;
// but only need to ADD back when we happen to be enabled
if (_dynamicsWorld) {
// must REMOVE from world prior to shape update
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
_pendingFlags |= PENDING_FLAG_UPDATE_SHAPE;
// only need to ADD back when we happen to be enabled
if (_enabled) {
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
}
@ -711,11 +772,13 @@ void CharacterController::setEnabled(bool enabled) {
// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
// Setting the ADD bit here works for all cases so we don't even bother checking other bits.
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
_isHovering = true;
} else {
// Always set REMOVE bit when going disabled, and we always clear the ADD bit just in case
// it was previously set by something else (e.g. an UPDATE_SHAPE event).
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
if (_dynamicsWorld) {
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
_pendingFlags &= ~ PENDING_FLAG_ADD_TO_SIMULATION;
_isOnGround = false;
}
_enabled = enabled;
}
@ -729,17 +792,23 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
}
_dynamicsWorld = world;
if (_dynamicsWorld) {
_pendingFlags &= ~ (PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_JUMP);
_pendingFlags &= ~ PENDING_FLAG_JUMP;
_dynamicsWorld->addCollisionObject(getGhostObject(),
btBroadphaseProxy::CharacterFilter,
btBroadphaseProxy::StaticFilter | btBroadphaseProxy::DefaultFilter);
_dynamicsWorld->addAction(this);
reset(_dynamicsWorld);
}
}
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;
} else {
_pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
}
} else {
_pendingFlags &= ~ (PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_ADD_TO_SIMULATION);
_pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
}
@ -772,10 +841,8 @@ void CharacterController::updateShapeIfNecessary() {
_ghostObject->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()),
glmToBullet(_avatarData->getPosition())));
// stepHeight affects the heights of ledges that the character can ascend
// however the actual ledge height is some function of _stepHeight
// due to character shape and this CharacterController algorithm
// (the function is approximately 2*_stepHeight)
_stepHeight = 0.1f * (_radius + _halfHeight) + 0.1f;
_stepUpHeight = _radius + 0.25f * _halfHeight + 0.1f;
_stepDownHeight = _radius;
// create new shape
_convexShape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
@ -799,9 +866,12 @@ void CharacterController::preSimulation(btScalar timeStep) {
_pendingFlags &= ~ PENDING_FLAG_JUMP;
if (canJump()) {
_verticalVelocity = _jumpSpeed;
_wasJumping = true;
_isJumping = true;
}
}
// remember last position so we can throttle the total motion from the next step
_lastPosition = position;
_stepDt = 0.0f;
}
}
@ -809,9 +879,24 @@ void CharacterController::postSimulation() {
if (_enabled) {
const btTransform& avatarTransform = _ghostObject->getWorldTransform();
glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
glm::vec3 offset = rotation * _shapeLocalOffset;
glm::vec3 position = bulletToGLM(avatarTransform.getOrigin());
// cap the velocity of the step so that the character doesn't POP! so hard on steps
glm::vec3 finalStep = position - _lastPosition;
btVector3 finalVelocity = _walkDirection;
btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
finalVelocity += _verticalVelocity * up;
const btScalar MAX_RESOLUTION_SPEED = 5.0f; // m/sec
btScalar maxStepLength = glm::max(MAX_RESOLUTION_SPEED, 2.0f * finalVelocity.length()) * _stepDt;
btScalar stepLength = glm::length(finalStep);
if (stepLength > maxStepLength) {
position = _lastPosition + (maxStepLength / stepLength) * finalStep;
// NOTE: we don't need to move ghostObject to throttled position unless
// we want to support do async ray-traces/collision-queries against character
}
_avatarData->setOrientation(rotation);
_avatarData->setPosition(bulletToGLM(avatarTransform.getOrigin()) - offset);
_avatarData->setPosition(position - rotation * _shapeLocalOffset);
}
}

View file

@ -59,7 +59,8 @@ protected:
btScalar _maxSlopeCosine; // Cosine equivalent of _maxSlopeRadians (calculated once when set, for optimization)
btScalar _gravity;
btScalar _stepHeight; // height of stepUp prior to stepForward
btScalar _stepUpHeight; // height of stepUp prior to stepForward
btScalar _stepDownHeight; // height of stepDown
btScalar _addedMargin;//@todo: remove this and fix the code
@ -71,6 +72,7 @@ protected:
btVector3 _currentPosition;
btQuaternion _currentRotation;
btVector3 _targetPosition;
glm::vec3 _lastPosition;
btScalar _lastStepUp;
///keep track of the contact manifolds
@ -80,9 +82,12 @@ protected:
btVector3 _floorNormal; // points from object to character
bool _enabled;
bool _wasOnGround;
bool _wasJumping;
bool _isOnGround;
bool _isJumping;
bool _isHovering;
quint64 _jumpToHoverStart;
btScalar _velocityTimeInterval;
btScalar _stepDt;
uint32_t _pendingFlags;
glm::vec3 _shapeLocalOffset;
@ -95,6 +100,7 @@ protected:
btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal);
bool recoverFromPenetration(btCollisionWorld* collisionWorld);
void scanDown(btCollisionWorld* collisionWorld);
void stepUp(btCollisionWorld* collisionWorld);
void updateTargetPositionBasedOnCollision(const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
void stepForward(btCollisionWorld* collisionWorld, const btVector3& walkMove);
@ -161,6 +167,7 @@ public:
bool needsRemoval() const;
bool needsAddition() const;
void setEnabled(bool enabled);
bool isEnabled() const { return _enabled; }
void setDynamicsWorld(btDynamicsWorld* world);
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);

View file

@ -360,10 +360,6 @@ void ScriptEngine::init() {
globalObject().setProperty("TREE_SCALE", newVariant(QVariant(TREE_SCALE)));
globalObject().setProperty("COLLISION_GROUP_ENVIRONMENT", newVariant(QVariant(COLLISION_GROUP_ENVIRONMENT)));
globalObject().setProperty("COLLISION_GROUP_AVATARS", newVariant(QVariant(COLLISION_GROUP_AVATARS)));
globalObject().setProperty("AVATAR_MOTION_OBEY_LOCAL_GRAVITY", newVariant(QVariant(AVATAR_MOTION_OBEY_LOCAL_GRAVITY)));
globalObject().setProperty("AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY", newVariant(QVariant(AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY)));
}
QScriptValue ScriptEngine::registerGlobalObject(const QString& name, QObject* object) {

View file

@ -22,6 +22,8 @@
#include "XMLHttpRequestClass.h"
#include "ScriptEngine.h"
const QString METAVERSE_API_URL = "https://metaverse.highfidelity.com/api/";
Q_DECLARE_METATYPE(QByteArray*)
XMLHttpRequestClass::XMLHttpRequestClass(QScriptEngine* engine) :
@ -207,7 +209,7 @@ void XMLHttpRequestClass::open(const QString& method, const QString& url, bool a
notImplemented();
}
} else {
if (url.toLower().left(33) == "https://metaverse.highfidelity.com/api/") {
if (url.toLower().left(METAVERSE_API_URL.length()) == METAVERSE_API_URL) {
AccountManager& accountManager = AccountManager::getInstance();
if (accountManager.hasValidAccessToken()) {