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avatars collide again
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parent
c624528f72
commit
6de175e794
4 changed files with 72 additions and 37 deletions
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@ -21,6 +21,17 @@ AvatarMotionState::AvatarMotionState(AvatarSharedPointer avatar, const btCollisi
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_type = MOTIONSTATE_TYPE_AVATAR;
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}
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void AvatarMotionState::handleEasyChanges(uint32_t& flags) {
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ObjectMotionState::handleEasyChanges(flags);
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if (flags & Simulation::DIRTY_PHYSICS_ACTIVATION && !_body->isActive()) {
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_body->activate();
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}
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}
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bool AvatarMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) {
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return ObjectMotionState::handleHardAndEasyChanges(flags, engine);
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}
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AvatarMotionState::~AvatarMotionState() {
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assert(_avatar);
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_avatar = nullptr;
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@ -46,6 +57,9 @@ PhysicsMotionType AvatarMotionState::computePhysicsMotionType() const {
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const btCollisionShape* AvatarMotionState::computeNewShape() {
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ShapeInfo shapeInfo;
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std::static_pointer_cast<Avatar>(_avatar)->computeShapeInfo(shapeInfo);
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glm::vec3 halfExtents = shapeInfo.getHalfExtents();
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halfExtents.y = 0.0f;
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_radius2 = glm::length2(halfExtents);
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return getShapeManager()->getShape(shapeInfo);
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}
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@ -60,7 +74,7 @@ void AvatarMotionState::getWorldTransform(btTransform& worldTrans) const {
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worldTrans.setRotation(glmToBullet(getObjectRotation()));
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if (_body) {
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_body->setLinearVelocity(glmToBullet(getObjectLinearVelocity()));
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_body->setAngularVelocity(glmToBullet(getObjectLinearVelocity()));
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_body->setAngularVelocity(glmToBullet(getObjectAngularVelocity()));
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}
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}
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@ -72,13 +86,23 @@ void AvatarMotionState::setWorldTransform(const btTransform& worldTrans) {
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const float SPRING_TIMESCALE = 0.5f;
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float tau = PHYSICS_ENGINE_FIXED_SUBSTEP / SPRING_TIMESCALE;
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btVector3 currentPosition = worldTrans.getOrigin();
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btVector3 targetPosition = glmToBullet(getObjectPosition());
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btTransform newTransform;
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newTransform.setOrigin((1.0f - tau) * currentPosition + tau * targetPosition);
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newTransform.setRotation(glmToBullet(getObjectRotation()));
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_body->setWorldTransform(newTransform);
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_body->setLinearVelocity(glmToBullet(getObjectLinearVelocity()));
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_body->setAngularVelocity(glmToBullet(getObjectLinearVelocity()));
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btVector3 offsetToTarget = glmToBullet(getObjectPosition()) - currentPosition;
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float distance2 = offsetToTarget.length2();
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const float TWO_SQUARED = 4.0f;
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if (distance2 > TWO_SQUARED * _radius2) {
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// reduce the offsetToTarget by slamming the position
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btTransform newTransform;
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newTransform.setOrigin(currentPosition + tau * offsetToTarget);
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newTransform.setRotation(glmToBullet(getObjectRotation()));
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_body->setWorldTransform(newTransform);
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_body->setLinearVelocity(glmToBullet(getObjectLinearVelocity()));
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_body->setAngularVelocity(glmToBullet(getObjectAngularVelocity()));
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} else {
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// reduce the offsetToTarget by slamming the velocity
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btVector3 velocity = glmToBullet(getObjectLinearVelocity()) + (1.0f / SPRING_TIMESCALE) * offsetToTarget;
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_body->setLinearVelocity(velocity);
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_body->setAngularVelocity(glmToBullet(getObjectAngularVelocity()));
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}
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}
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// These pure virtual methods must be implemented for each MotionState type
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@ -145,3 +169,8 @@ void AvatarMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& ma
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mask = Physics::getDefaultCollisionMask(group);
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}
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// virtual
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float AvatarMotionState::getMass() const {
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return std::static_pointer_cast<Avatar>(_avatar)->computeMass();
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}
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@ -23,46 +23,51 @@ class AvatarMotionState : public ObjectMotionState {
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public:
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AvatarMotionState(AvatarSharedPointer avatar, const btCollisionShape* shape);
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virtual PhysicsMotionType getMotionType() const override { return _motionType; }
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void handleEasyChanges(uint32_t& flags) override;
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bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override;
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virtual uint32_t getIncomingDirtyFlags() override;
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virtual void clearIncomingDirtyFlags() override;
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PhysicsMotionType getMotionType() const override { return _motionType; }
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virtual PhysicsMotionType computePhysicsMotionType() const override;
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uint32_t getIncomingDirtyFlags() override;
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void clearIncomingDirtyFlags() override;
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virtual bool isMoving() const override;
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PhysicsMotionType computePhysicsMotionType() const override;
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bool isMoving() const override;
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// this relays incoming position/rotation to the RigidBody
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virtual void getWorldTransform(btTransform& worldTrans) const override;
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void getWorldTransform(btTransform& worldTrans) const override;
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// this relays outgoing position/rotation to the EntityItem
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virtual void setWorldTransform(const btTransform& worldTrans) override;
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void setWorldTransform(const btTransform& worldTrans) override;
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// These pure virtual methods must be implemented for each MotionState type
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// and make it possible to implement more complicated methods in this base class.
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// pure virtual overrides from ObjectMotionState
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virtual float getObjectRestitution() const override;
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virtual float getObjectFriction() const override;
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virtual float getObjectLinearDamping() const override;
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virtual float getObjectAngularDamping() const override;
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float getObjectRestitution() const override;
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float getObjectFriction() const override;
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float getObjectLinearDamping() const override;
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float getObjectAngularDamping() const override;
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virtual glm::vec3 getObjectPosition() const override;
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virtual glm::quat getObjectRotation() const override;
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virtual glm::vec3 getObjectLinearVelocity() const override;
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virtual glm::vec3 getObjectAngularVelocity() const override;
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virtual glm::vec3 getObjectGravity() const override;
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glm::vec3 getObjectPosition() const override;
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glm::quat getObjectRotation() const override;
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glm::vec3 getObjectLinearVelocity() const override;
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glm::vec3 getObjectAngularVelocity() const override;
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glm::vec3 getObjectGravity() const override;
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virtual const QUuid getObjectID() const override;
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const QUuid getObjectID() const override;
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virtual QUuid getSimulatorID() const override;
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QUuid getSimulatorID() const override;
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void setBoundingBox(const glm::vec3& corner, const glm::vec3& diagonal);
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void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
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virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
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void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
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float getMass() const override;
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friend class AvatarManager;
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friend class Avatar;
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@ -72,10 +77,11 @@ protected:
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// ever called by the Avatar class dtor.
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~AvatarMotionState();
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virtual bool isReadyToComputeShape() const override { return true; }
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virtual const btCollisionShape* computeNewShape() override;
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bool isReadyToComputeShape() const override { return true; }
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const btCollisionShape* computeNewShape() override;
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AvatarSharedPointer _avatar;
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float _radius2 { 0.0f };
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uint32_t _dirtyFlags;
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};
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@ -799,7 +799,6 @@ bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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return true;
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}
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// virtual
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void Avatar::simulateAttachments(float deltaTime) {
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assert(_attachmentModels.size() == _attachmentModelsTexturesLoaded.size());
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PerformanceTimer perfTimer("attachments");
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@ -1482,12 +1481,14 @@ void Avatar::updateDisplayNameAlpha(bool showDisplayName) {
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}
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}
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// virtual
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void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) {
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float uniformScale = getModelScale();
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shapeInfo.setCapsuleY(uniformScale * _skeletonModel->getBoundingCapsuleRadius(),
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0.5f * uniformScale * _skeletonModel->getBoundingCapsuleHeight());
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shapeInfo.setOffset(uniformScale * _skeletonModel->getBoundingCapsuleOffset());
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float radius = uniformScale * _skeletonModel->getBoundingCapsuleRadius();
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float height = uniformScale * _skeletonModel->getBoundingCapsuleHeight();
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shapeInfo.setCapsuleY(radius, 0.5f * height);
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glm::vec3 offset = uniformScale * _skeletonModel->getBoundingCapsuleOffset();
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shapeInfo.setOffset(offset);
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}
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void Avatar::getCapsule(glm::vec3& start, glm::vec3& end, float& radius) {
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@ -1510,9 +1511,8 @@ float Avatar::computeMass() {
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return _density * TWO_PI * radius * radius * (glm::length(end - start) + 2.0f * radius / 3.0f);
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}
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// virtual
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void Avatar::rebuildCollisionShape() {
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addPhysicsFlags(Simulation::DIRTY_SHAPE);
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addPhysicsFlags(Simulation::DIRTY_SHAPE | Simulation::DIRTY_MASS);
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}
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void Avatar::setPhysicsCallback(AvatarPhysicsCallback cb) {
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@ -111,7 +111,7 @@ public:
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virtual PhysicsMotionType getMotionType() const { return _motionType; }
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void setMass(float mass);
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float getMass() const;
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virtual float getMass() const;
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void setBodyLinearVelocity(const glm::vec3& velocity) const;
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void setBodyAngularVelocity(const glm::vec3& velocity) const;
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