mirror of
https://github.com/lubosz/overte.git
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move raw bullet code from interface to physics lib
This commit is contained in:
parent
bda4e41958
commit
8c109fd623
5 changed files with 405 additions and 417 deletions
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@ -1058,7 +1058,7 @@ void MyAvatar::rebuildSkeletonBody() {
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void MyAvatar::prepareForPhysicsSimulation() {
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relayDriveKeysToCharacterController();
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_characterController.setTargetVelocity(getTargetVelocity());
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_characterController.setAvatarPositionAndOrientation(getPosition(), getOrientation());
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_characterController.setPositionAndOrientation(getPosition(), getOrientation());
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if (qApp->isHMDMode()) {
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updateHMDFollowVelocity();
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} else if (_followSpeed > 0.0f) {
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@ -1071,7 +1071,7 @@ void MyAvatar::prepareForPhysicsSimulation() {
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void MyAvatar::harvestResultsFromPhysicsSimulation() {
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glm::vec3 position = getPosition();
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glm::quat orientation = getOrientation();
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_characterController.getAvatarPositionAndOrientation(position, orientation);
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_characterController.getPositionAndOrientation(position, orientation);
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nextAttitude(position, orientation);
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if (_followSpeed > 0.0f) {
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adjustSensorTransform();
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@ -11,255 +11,25 @@
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#include "MyCharacterController.h"
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#include <BulletCollision/CollisionShapes/btMultiSphereShape.h>
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#include <BulletDynamics/Dynamics/btRigidBody.h>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include <LinearMath/btDefaultMotionState.h>
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#include <GLMHelpers.h>
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#include <PhysicsLogging.h>
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#include <PhysicsCollisionGroups.h>
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#include <BulletUtil.h>
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#include "MyAvatar.h"
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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const float DEFAULT_GRAVITY = -5.0f;
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const float JUMP_SPEED = 3.5f;
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const float MAX_FALL_HEIGHT = 20.0f;
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// TODO: improve walking up steps
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// TODO: make avatars able to walk up and down steps/slopes
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// TODO: make avatars stand on steep slope
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// TODO: make avatars not snag on low ceilings
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// helper class for simple ray-traces from character
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class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback {
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public:
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ClosestNotMe(btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)) {
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_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) {
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if (rayResult.m_collisionObject == _me) {
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return 1.0f;
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}
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return ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace);
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}
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protected:
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btRigidBody* _me;
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};
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MyCharacterController::MyCharacterController(MyAvatar* avatar) {
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_halfHeight = 1.0f;
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assert(avatar);
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_avatar = avatar;
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_enabled = false;
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_floorDistance = MAX_FALL_HEIGHT;
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_walkVelocity.setValue(0.0f, 0.0f, 0.0f);
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_followVelocity.setValue(0.0f, 0.0f, 0.0f);
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_jumpSpeed = JUMP_SPEED;
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_isOnGround = false;
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_isJumping = false;
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_isFalling = false;
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_isHovering = true;
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_isPushingUp = false;
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_jumpToHoverStart = 0;
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_followTime = 0.0f;
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_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
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updateShapeIfNecessary();
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}
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MyCharacterController::~MyCharacterController() {
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}
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void MyCharacterController::preStep(btCollisionWorld* collisionWorld) {
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// trace a ray straight down to see if we're standing on the ground
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const btTransform& xform = _rigidBody->getWorldTransform();
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// rayStart is at center of bottom sphere
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btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp;
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// rayEnd is some short distance outside bottom sphere
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const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
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btScalar rayLength = _radius + FLOOR_PROXIMITY_THRESHOLD;
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btVector3 rayEnd = rayStart - rayLength * _currentUp;
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// scan down for nearby floor
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ClosestNotMe rayCallback(_rigidBody);
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rayCallback.m_closestHitFraction = 1.0f;
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collisionWorld->rayTest(rayStart, rayEnd, rayCallback);
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if (rayCallback.hasHit()) {
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
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}
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}
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void MyCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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btVector3 actualVelocity = _rigidBody->getLinearVelocity();
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btScalar actualSpeed = actualVelocity.length();
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btVector3 desiredVelocity = _walkVelocity;
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btScalar desiredSpeed = desiredVelocity.length();
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const btScalar MIN_UP_PUSH = 0.1f;
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if (desiredVelocity.dot(_currentUp) < MIN_UP_PUSH) {
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_isPushingUp = false;
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}
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const btScalar MIN_SPEED = 0.001f;
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if (_isHovering) {
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if (desiredSpeed < MIN_SPEED) {
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if (actualSpeed < MIN_SPEED) {
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_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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const btScalar HOVER_BRAKING_TIMESCALE = 0.1f;
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btScalar tau = glm::max(dt / HOVER_BRAKING_TIMESCALE, 1.0f);
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_rigidBody->setLinearVelocity((1.0f - tau) * actualVelocity);
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}
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} else {
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const btScalar HOVER_ACCELERATION_TIMESCALE = 0.1f;
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btScalar tau = dt / HOVER_ACCELERATION_TIMESCALE;
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_rigidBody->setLinearVelocity(actualVelocity - tau * (actualVelocity - desiredVelocity));
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}
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} else {
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if (onGround()) {
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// walking on ground
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if (desiredSpeed < MIN_SPEED) {
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if (actualSpeed < MIN_SPEED) {
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_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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const btScalar HOVER_BRAKING_TIMESCALE = 0.1f;
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btScalar tau = dt / HOVER_BRAKING_TIMESCALE;
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_rigidBody->setLinearVelocity((1.0f - tau) * actualVelocity);
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}
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} else {
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// TODO: modify desiredVelocity using floor normal
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const btScalar WALK_ACCELERATION_TIMESCALE = 0.1f;
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btScalar tau = dt / WALK_ACCELERATION_TIMESCALE;
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btVector3 velocityCorrection = tau * (desiredVelocity - actualVelocity);
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// subtract vertical component
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velocityCorrection -= velocityCorrection.dot(_currentUp) * _currentUp;
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_rigidBody->setLinearVelocity(actualVelocity + velocityCorrection);
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}
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} else {
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// transitioning to flying
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btVector3 velocityCorrection = desiredVelocity - actualVelocity;
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const btScalar FLY_ACCELERATION_TIMESCALE = 0.2f;
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btScalar tau = dt / FLY_ACCELERATION_TIMESCALE;
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if (!_isPushingUp) {
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// actually falling --> compute a different velocity attenuation factor
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const btScalar FALL_ACCELERATION_TIMESCALE = 2.0f;
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tau = dt / FALL_ACCELERATION_TIMESCALE;
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// zero vertical component
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velocityCorrection -= velocityCorrection.dot(_currentUp) * _currentUp;
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}
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_rigidBody->setLinearVelocity(actualVelocity + tau * velocityCorrection);
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}
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}
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// Rather than add _followVelocity to the velocity of the RigidBody, we explicitly teleport
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// the RigidBody forward according to the formula: distance = rate * time
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if (_followVelocity.length2() > 0.0f) {
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btTransform bodyTransform = _rigidBody->getWorldTransform();
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bodyTransform.setOrigin(bodyTransform.getOrigin() + dt * _followVelocity);
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_rigidBody->setWorldTransform(bodyTransform);
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}
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_followTime += dt;
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}
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void MyCharacterController::jump() {
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// check for case where user is holding down "jump" key...
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// we'll eventually tansition to "hover"
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if (!_isJumping) {
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if (!_isHovering) {
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_jumpToHoverStart = usecTimestampNow();
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_pendingFlags |= PENDING_FLAG_JUMP;
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}
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} else {
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quint64 now = usecTimestampNow();
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const quint64 JUMP_TO_HOVER_PERIOD = 75 * (USECS_PER_SECOND / 100);
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if (now - _jumpToHoverStart > JUMP_TO_HOVER_PERIOD) {
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_isPushingUp = true;
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setHovering(true);
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}
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}
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}
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bool MyCharacterController::onGround() const {
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const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
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return _floorDistance < FLOOR_PROXIMITY_THRESHOLD;
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}
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void MyCharacterController::setHovering(bool hover) {
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if (hover != _isHovering) {
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_isHovering = hover;
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_isJumping = false;
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if (_rigidBody) {
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if (hover) {
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_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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_rigidBody->setGravity(DEFAULT_GRAVITY * _currentUp);
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}
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}
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}
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}
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void MyCharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
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_boxScale = scale;
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float x = _boxScale.x;
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float z = _boxScale.z;
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float radius = 0.5f * sqrtf(0.5f * (x * x + z * z));
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float halfHeight = 0.5f * _boxScale.y - radius;
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float MIN_HALF_HEIGHT = 0.1f;
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if (halfHeight < MIN_HALF_HEIGHT) {
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halfHeight = MIN_HALF_HEIGHT;
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}
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// compare dimensions
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float radiusDelta = glm::abs(radius - _radius);
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float heightDelta = glm::abs(halfHeight - _halfHeight);
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if (radiusDelta < FLT_EPSILON && heightDelta < FLT_EPSILON) {
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// shape hasn't changed --> nothing to do
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} else {
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if (_dynamicsWorld) {
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// must REMOVE from world prior to shape update
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_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
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}
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_pendingFlags |= PENDING_FLAG_UPDATE_SHAPE;
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// only need to ADD back when we happen to be enabled
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if (_enabled) {
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_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
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}
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}
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// it's ok to change offset immediately -- there are no thread safety issues here
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_shapeLocalOffset = corner + 0.5f * _boxScale;
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}
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void MyCharacterController::setEnabled(bool enabled) {
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if (enabled != _enabled) {
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if (enabled) {
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// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
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// Setting the ADD bit here works for all cases so we don't even bother checking other bits.
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_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
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} else {
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if (_dynamicsWorld) {
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_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
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}
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_pendingFlags &= ~ PENDING_FLAG_ADD_TO_SIMULATION;
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_isOnGround = false;
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}
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setHovering(true);
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_enabled = enabled;
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}
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}
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void MyCharacterController::updateShapeIfNecessary() {
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if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
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_pendingFlags &= ~ PENDING_FLAG_UPDATE_SHAPE;
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@ -300,7 +70,7 @@ void MyCharacterController::updateShapeIfNecessary() {
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if (_isHovering) {
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_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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_rigidBody->setGravity(DEFAULT_GRAVITY * _currentUp);
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_rigidBody->setGravity(DEFAULT_CHARACTER_GRAVITY * _currentUp);
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}
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//_rigidBody->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
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} else {
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@ -309,98 +79,3 @@ void MyCharacterController::updateShapeIfNecessary() {
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}
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}
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void MyCharacterController::updateUpAxis(const glm::quat& rotation) {
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btVector3 oldUp = _currentUp;
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_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
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if (!_isHovering) {
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const btScalar MIN_UP_ERROR = 0.01f;
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if (oldUp.distance(_currentUp) > MIN_UP_ERROR) {
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_rigidBody->setGravity(DEFAULT_GRAVITY * _currentUp);
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}
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}
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}
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void MyCharacterController::setAvatarPositionAndOrientation(
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const glm::vec3& position,
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const glm::quat& orientation) {
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// TODO: update gravity if up has changed
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updateUpAxis(orientation);
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btQuaternion bodyOrientation = glmToBullet(orientation);
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btVector3 bodyPosition = glmToBullet(position + orientation * _shapeLocalOffset);
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_avatarBodyTransform = btTransform(bodyOrientation, bodyPosition);
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}
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void MyCharacterController::getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
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if (_enabled && _rigidBody) {
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const btTransform& avatarTransform = _rigidBody->getWorldTransform();
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rotation = bulletToGLM(avatarTransform.getRotation());
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position = bulletToGLM(avatarTransform.getOrigin()) - rotation * _shapeLocalOffset;
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}
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}
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void MyCharacterController::setTargetVelocity(const glm::vec3& velocity) {
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//_walkVelocity = glmToBullet(_avatarData->getTargetVelocity());
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_walkVelocity = glmToBullet(velocity);
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}
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void MyCharacterController::setFollowVelocity(const glm::vec3& velocity) {
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_followVelocity = glmToBullet(velocity);
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}
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glm::vec3 MyCharacterController::getLinearVelocity() const {
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glm::vec3 velocity(0.0f);
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if (_rigidBody) {
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velocity = bulletToGLM(_rigidBody->getLinearVelocity());
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}
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return velocity;
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}
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void MyCharacterController::preSimulation() {
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if (_enabled && _dynamicsWorld) {
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// slam body to where it is supposed to be
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_rigidBody->setWorldTransform(_avatarBodyTransform);
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// scan for distant floor
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// rayStart is at center of bottom sphere
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btVector3 rayStart = _avatarBodyTransform.getOrigin() - _halfHeight * _currentUp;
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// rayEnd is straight down MAX_FALL_HEIGHT
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btScalar rayLength = _radius + MAX_FALL_HEIGHT;
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btVector3 rayEnd = rayStart - rayLength * _currentUp;
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ClosestNotMe rayCallback(_rigidBody);
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rayCallback.m_closestHitFraction = 1.0f;
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_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
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if (rayCallback.hasHit()) {
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
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const btScalar MIN_HOVER_HEIGHT = 3.0f;
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if (_isHovering && _floorDistance < MIN_HOVER_HEIGHT && !_isPushingUp) {
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setHovering(false);
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}
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// TODO: use collision events rather than ray-trace test to disable jumping
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const btScalar JUMP_PROXIMITY_THRESHOLD = 0.1f * _radius;
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if (_floorDistance < JUMP_PROXIMITY_THRESHOLD) {
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_isJumping = false;
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}
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} else {
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_floorDistance = FLT_MAX;
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setHovering(true);
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}
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if (_pendingFlags & PENDING_FLAG_JUMP) {
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_pendingFlags &= ~ PENDING_FLAG_JUMP;
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if (onGround()) {
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_isJumping = true;
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btVector3 velocity = _rigidBody->getLinearVelocity();
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velocity += _jumpSpeed * _currentUp;
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_rigidBody->setLinearVelocity(velocity);
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}
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}
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}
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_followTime = 0.0f;
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}
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void MyCharacterController::postSimulation() {
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// postSimulation() exists for symmetry and just in case we need to do something here later
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}
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@ -13,12 +13,8 @@
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#ifndef hifi_MyCharacterController_h
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#define hifi_MyCharacterController_h
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#include <btBulletDynamicsCommon.h>
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#include <glm/glm.hpp>
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#include <BulletUtil.h>
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#include <CharacterController.h>
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#include <SharedUtil.h>
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//#include <SharedUtil.h>
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class btCollisionShape;
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class MyAvatar;
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@ -28,79 +24,10 @@ public:
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MyCharacterController(MyAvatar* avatar);
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~MyCharacterController ();
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// TODO: implement these when needed
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virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) override { assert(false); }
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virtual void reset(btCollisionWorld* collisionWorld) override { }
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virtual void warp(const btVector3& origin) override { }
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virtual void debugDraw(btIDebugDraw* debugDrawer) override { }
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virtual void setUpInterpolate(bool value) override { }
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// overrides from btCharacterControllerInterface
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virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) override {
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preStep(collisionWorld);
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playerStep(collisionWorld, deltaTime);
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}
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virtual void preStep(btCollisionWorld* collisionWorld) override;
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virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt) override;
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virtual bool canJump() const override { assert(false); return false; } // never call this
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virtual void jump() override; // call this every frame the jump button is pressed
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virtual bool onGround() const override;
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// overrides from CharacterController
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virtual void preSimulation() override;
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virtual void postSimulation() override;
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bool isHovering() const { return _isHovering; }
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void setHovering(bool enabled);
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void setEnabled(bool enabled);
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bool isEnabled() const { return _enabled && _dynamicsWorld; }
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|
||||
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
|
||||
|
||||
virtual void updateShapeIfNecessary() override;
|
||||
|
||||
void setAvatarPositionAndOrientation( const glm::vec3& position, const glm::quat& orientation);
|
||||
void getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
|
||||
|
||||
void setTargetVelocity(const glm::vec3& velocity);
|
||||
void setFollowVelocity(const glm::vec3& velocity);
|
||||
float getFollowTime() const { return _followTime; }
|
||||
|
||||
glm::vec3 getLinearVelocity() const;
|
||||
|
||||
protected:
|
||||
void updateUpAxis(const glm::quat& rotation);
|
||||
|
||||
protected:
|
||||
btVector3 _currentUp;
|
||||
btVector3 _walkVelocity;
|
||||
btVector3 _followVelocity;
|
||||
btTransform _avatarBodyTransform;
|
||||
|
||||
glm::vec3 _shapeLocalOffset;
|
||||
glm::vec3 _boxScale; // used to compute capsule shape
|
||||
|
||||
quint64 _jumpToHoverStart;
|
||||
|
||||
MyAvatar* _avatar { nullptr };
|
||||
|
||||
btScalar _halfHeight;
|
||||
btScalar _radius;
|
||||
|
||||
btScalar _floorDistance;
|
||||
|
||||
btScalar _gravity;
|
||||
|
||||
btScalar _jumpSpeed;
|
||||
btScalar _followTime;
|
||||
|
||||
bool _enabled;
|
||||
bool _isOnGround;
|
||||
bool _isJumping;
|
||||
bool _isFalling;
|
||||
bool _isHovering;
|
||||
bool _isPushingUp;
|
||||
};
|
||||
|
||||
#endif // hifi_MyCharacterController_h
|
||||
|
|
|
@ -11,8 +11,55 @@
|
|||
|
||||
#include "CharacterController.h"
|
||||
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
#include "BulletUtil.h"
|
||||
#include "PhysicsCollisionGroups.h"
|
||||
|
||||
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
|
||||
const float JUMP_SPEED = 3.5f;
|
||||
const float MAX_FALL_HEIGHT = 20.0f;
|
||||
|
||||
|
||||
// helper class for simple ray-traces from character
|
||||
class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback {
|
||||
public:
|
||||
ClosestNotMe(btRigidBody* 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:
|
||||
btRigidBody* _me;
|
||||
};
|
||||
|
||||
|
||||
CharacterController::CharacterController() {
|
||||
_halfHeight = 1.0f;
|
||||
|
||||
_enabled = false;
|
||||
|
||||
_floorDistance = MAX_FALL_HEIGHT;
|
||||
|
||||
_walkVelocity.setValue(0.0f, 0.0f, 0.0f);
|
||||
_followVelocity.setValue(0.0f, 0.0f, 0.0f);
|
||||
_jumpSpeed = JUMP_SPEED;
|
||||
_isOnGround = false;
|
||||
_isJumping = false;
|
||||
_isFalling = false;
|
||||
_isHovering = true;
|
||||
_isPushingUp = false;
|
||||
_jumpToHoverStart = 0;
|
||||
_followTime = 0.0f;
|
||||
|
||||
_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
|
||||
|
||||
}
|
||||
|
||||
bool CharacterController::needsRemoval() const {
|
||||
return ((_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION) == PENDING_FLAG_REMOVE_FROM_SIMULATION);
|
||||
}
|
||||
|
@ -23,7 +70,7 @@ bool CharacterController::needsAddition() const {
|
|||
|
||||
void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||
if (_dynamicsWorld != world) {
|
||||
if (_dynamicsWorld) {
|
||||
if (_dynamicsWorld) {
|
||||
if (_rigidBody) {
|
||||
_dynamicsWorld->removeRigidBody(_rigidBody);
|
||||
_dynamicsWorld->removeAction(this);
|
||||
|
@ -48,5 +95,283 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
|||
} else {
|
||||
_pendingFlags &= ~PENDING_FLAG_REMOVE_FROM_SIMULATION;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::preStep(btCollisionWorld* collisionWorld) {
|
||||
// trace a ray straight down to see if we're standing on the ground
|
||||
const btTransform& xform = _rigidBody->getWorldTransform();
|
||||
|
||||
// rayStart is at center of bottom sphere
|
||||
btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp;
|
||||
|
||||
// rayEnd is some short distance outside bottom sphere
|
||||
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
|
||||
btScalar rayLength = _radius + FLOOR_PROXIMITY_THRESHOLD;
|
||||
btVector3 rayEnd = rayStart - rayLength * _currentUp;
|
||||
|
||||
// scan down for nearby floor
|
||||
ClosestNotMe rayCallback(_rigidBody);
|
||||
rayCallback.m_closestHitFraction = 1.0f;
|
||||
collisionWorld->rayTest(rayStart, rayEnd, rayCallback);
|
||||
if (rayCallback.hasHit()) {
|
||||
_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
|
||||
btVector3 actualVelocity = _rigidBody->getLinearVelocity();
|
||||
btScalar actualSpeed = actualVelocity.length();
|
||||
|
||||
btVector3 desiredVelocity = _walkVelocity;
|
||||
btScalar desiredSpeed = desiredVelocity.length();
|
||||
|
||||
const btScalar MIN_UP_PUSH = 0.1f;
|
||||
if (desiredVelocity.dot(_currentUp) < MIN_UP_PUSH) {
|
||||
_isPushingUp = false;
|
||||
}
|
||||
|
||||
const btScalar MIN_SPEED = 0.001f;
|
||||
if (_isHovering) {
|
||||
if (desiredSpeed < MIN_SPEED) {
|
||||
if (actualSpeed < MIN_SPEED) {
|
||||
_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
} else {
|
||||
const btScalar HOVER_BRAKING_TIMESCALE = 0.1f;
|
||||
btScalar tau = glm::max(dt / HOVER_BRAKING_TIMESCALE, 1.0f);
|
||||
_rigidBody->setLinearVelocity((1.0f - tau) * actualVelocity);
|
||||
}
|
||||
} else {
|
||||
const btScalar HOVER_ACCELERATION_TIMESCALE = 0.1f;
|
||||
btScalar tau = dt / HOVER_ACCELERATION_TIMESCALE;
|
||||
_rigidBody->setLinearVelocity(actualVelocity - tau * (actualVelocity - desiredVelocity));
|
||||
}
|
||||
} else {
|
||||
if (onGround()) {
|
||||
// walking on ground
|
||||
if (desiredSpeed < MIN_SPEED) {
|
||||
if (actualSpeed < MIN_SPEED) {
|
||||
_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
} else {
|
||||
const btScalar HOVER_BRAKING_TIMESCALE = 0.1f;
|
||||
btScalar tau = dt / HOVER_BRAKING_TIMESCALE;
|
||||
_rigidBody->setLinearVelocity((1.0f - tau) * actualVelocity);
|
||||
}
|
||||
} else {
|
||||
// TODO: modify desiredVelocity using floor normal
|
||||
const btScalar WALK_ACCELERATION_TIMESCALE = 0.1f;
|
||||
btScalar tau = dt / WALK_ACCELERATION_TIMESCALE;
|
||||
btVector3 velocityCorrection = tau * (desiredVelocity - actualVelocity);
|
||||
// subtract vertical component
|
||||
velocityCorrection -= velocityCorrection.dot(_currentUp) * _currentUp;
|
||||
_rigidBody->setLinearVelocity(actualVelocity + velocityCorrection);
|
||||
}
|
||||
} else {
|
||||
// transitioning to flying
|
||||
btVector3 velocityCorrection = desiredVelocity - actualVelocity;
|
||||
const btScalar FLY_ACCELERATION_TIMESCALE = 0.2f;
|
||||
btScalar tau = dt / FLY_ACCELERATION_TIMESCALE;
|
||||
if (!_isPushingUp) {
|
||||
// actually falling --> compute a different velocity attenuation factor
|
||||
const btScalar FALL_ACCELERATION_TIMESCALE = 2.0f;
|
||||
tau = dt / FALL_ACCELERATION_TIMESCALE;
|
||||
// zero vertical component
|
||||
velocityCorrection -= velocityCorrection.dot(_currentUp) * _currentUp;
|
||||
}
|
||||
_rigidBody->setLinearVelocity(actualVelocity + tau * velocityCorrection);
|
||||
}
|
||||
}
|
||||
|
||||
// Rather than add _followVelocity to the velocity of the RigidBody, we explicitly teleport
|
||||
// the RigidBody forward according to the formula: distance = rate * time
|
||||
if (_followVelocity.length2() > 0.0f) {
|
||||
btTransform bodyTransform = _rigidBody->getWorldTransform();
|
||||
bodyTransform.setOrigin(bodyTransform.getOrigin() + dt * _followVelocity);
|
||||
_rigidBody->setWorldTransform(bodyTransform);
|
||||
}
|
||||
_followTime += dt;
|
||||
}
|
||||
|
||||
void CharacterController::jump() {
|
||||
// check for case where user is holding down "jump" key...
|
||||
// we'll eventually tansition to "hover"
|
||||
if (!_isJumping) {
|
||||
if (!_isHovering) {
|
||||
_jumpToHoverStart = usecTimestampNow();
|
||||
_pendingFlags |= PENDING_FLAG_JUMP;
|
||||
}
|
||||
} else {
|
||||
quint64 now = usecTimestampNow();
|
||||
const quint64 JUMP_TO_HOVER_PERIOD = 75 * (USECS_PER_SECOND / 100);
|
||||
if (now - _jumpToHoverStart > JUMP_TO_HOVER_PERIOD) {
|
||||
_isPushingUp = true;
|
||||
setHovering(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterController::onGround() const {
|
||||
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
|
||||
return _floorDistance < FLOOR_PROXIMITY_THRESHOLD;
|
||||
}
|
||||
|
||||
void CharacterController::setHovering(bool hover) {
|
||||
if (hover != _isHovering) {
|
||||
_isHovering = hover;
|
||||
_isJumping = false;
|
||||
|
||||
if (_rigidBody) {
|
||||
if (hover) {
|
||||
_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
} else {
|
||||
_rigidBody->setGravity(DEFAULT_CHARACTER_GRAVITY * _currentUp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
|
||||
_boxScale = scale;
|
||||
|
||||
float x = _boxScale.x;
|
||||
float z = _boxScale.z;
|
||||
float radius = 0.5f * sqrtf(0.5f * (x * x + z * z));
|
||||
float halfHeight = 0.5f * _boxScale.y - radius;
|
||||
float MIN_HALF_HEIGHT = 0.1f;
|
||||
if (halfHeight < MIN_HALF_HEIGHT) {
|
||||
halfHeight = MIN_HALF_HEIGHT;
|
||||
}
|
||||
|
||||
// compare dimensions
|
||||
float radiusDelta = glm::abs(radius - _radius);
|
||||
float heightDelta = glm::abs(halfHeight - _halfHeight);
|
||||
if (radiusDelta < FLT_EPSILON && heightDelta < FLT_EPSILON) {
|
||||
// shape hasn't changed --> nothing to do
|
||||
} else {
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// it's ok to change offset immediately -- there are no thread safety issues here
|
||||
_shapeLocalOffset = corner + 0.5f * _boxScale;
|
||||
}
|
||||
|
||||
void CharacterController::setEnabled(bool enabled) {
|
||||
if (enabled != _enabled) {
|
||||
if (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;
|
||||
} else {
|
||||
if (_dynamicsWorld) {
|
||||
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
|
||||
}
|
||||
_pendingFlags &= ~ PENDING_FLAG_ADD_TO_SIMULATION;
|
||||
_isOnGround = false;
|
||||
}
|
||||
setHovering(true);
|
||||
_enabled = enabled;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::updateUpAxis(const glm::quat& rotation) {
|
||||
btVector3 oldUp = _currentUp;
|
||||
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
|
||||
if (!_isHovering) {
|
||||
const btScalar MIN_UP_ERROR = 0.01f;
|
||||
if (oldUp.distance(_currentUp) > MIN_UP_ERROR) {
|
||||
_rigidBody->setGravity(DEFAULT_CHARACTER_GRAVITY * _currentUp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::setPositionAndOrientation(
|
||||
const glm::vec3& position,
|
||||
const glm::quat& orientation) {
|
||||
// TODO: update gravity if up has changed
|
||||
updateUpAxis(orientation);
|
||||
|
||||
btQuaternion bodyOrientation = glmToBullet(orientation);
|
||||
btVector3 bodyPosition = glmToBullet(position + orientation * _shapeLocalOffset);
|
||||
_characterBodyTransform = btTransform(bodyOrientation, bodyPosition);
|
||||
}
|
||||
|
||||
void CharacterController::getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
|
||||
if (_enabled && _rigidBody) {
|
||||
const btTransform& avatarTransform = _rigidBody->getWorldTransform();
|
||||
rotation = bulletToGLM(avatarTransform.getRotation());
|
||||
position = bulletToGLM(avatarTransform.getOrigin()) - rotation * _shapeLocalOffset;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::setTargetVelocity(const glm::vec3& velocity) {
|
||||
//_walkVelocity = glmToBullet(_avatarData->getTargetVelocity());
|
||||
_walkVelocity = glmToBullet(velocity);
|
||||
}
|
||||
|
||||
void CharacterController::setFollowVelocity(const glm::vec3& velocity) {
|
||||
_followVelocity = glmToBullet(velocity);
|
||||
}
|
||||
|
||||
glm::vec3 CharacterController::getLinearVelocity() const {
|
||||
glm::vec3 velocity(0.0f);
|
||||
if (_rigidBody) {
|
||||
velocity = bulletToGLM(_rigidBody->getLinearVelocity());
|
||||
}
|
||||
return velocity;
|
||||
}
|
||||
|
||||
void CharacterController::preSimulation() {
|
||||
if (_enabled && _dynamicsWorld) {
|
||||
// slam body to where it is supposed to be
|
||||
_rigidBody->setWorldTransform(_characterBodyTransform);
|
||||
|
||||
// scan for distant floor
|
||||
// rayStart is at center of bottom sphere
|
||||
btVector3 rayStart = _characterBodyTransform.getOrigin() - _halfHeight * _currentUp;
|
||||
|
||||
// rayEnd is straight down MAX_FALL_HEIGHT
|
||||
btScalar rayLength = _radius + MAX_FALL_HEIGHT;
|
||||
btVector3 rayEnd = rayStart - rayLength * _currentUp;
|
||||
|
||||
ClosestNotMe rayCallback(_rigidBody);
|
||||
rayCallback.m_closestHitFraction = 1.0f;
|
||||
_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
|
||||
if (rayCallback.hasHit()) {
|
||||
_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
|
||||
const btScalar MIN_HOVER_HEIGHT = 3.0f;
|
||||
if (_isHovering && _floorDistance < MIN_HOVER_HEIGHT && !_isPushingUp) {
|
||||
setHovering(false);
|
||||
}
|
||||
// TODO: use collision events rather than ray-trace test to disable jumping
|
||||
const btScalar JUMP_PROXIMITY_THRESHOLD = 0.1f * _radius;
|
||||
if (_floorDistance < JUMP_PROXIMITY_THRESHOLD) {
|
||||
_isJumping = false;
|
||||
}
|
||||
} else {
|
||||
_floorDistance = FLT_MAX;
|
||||
setHovering(true);
|
||||
}
|
||||
|
||||
if (_pendingFlags & PENDING_FLAG_JUMP) {
|
||||
_pendingFlags &= ~ PENDING_FLAG_JUMP;
|
||||
if (onGround()) {
|
||||
_isJumping = true;
|
||||
btVector3 velocity = _rigidBody->getLinearVelocity();
|
||||
velocity += _jumpSpeed * _currentUp;
|
||||
_rigidBody->setLinearVelocity(velocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
_followTime = 0.0f;
|
||||
}
|
||||
|
||||
void CharacterController::postSimulation() {
|
||||
// postSimulation() exists for symmetry and just in case we need to do something here later
|
||||
}
|
||||
|
|
|
@ -17,11 +17,14 @@
|
|||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
|
||||
|
||||
#include <GLMHelpers.h>
|
||||
|
||||
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
|
||||
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
|
||||
const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2;
|
||||
const uint32_t PENDING_FLAG_JUMP = 1U << 3;
|
||||
|
||||
const float DEFAULT_CHARACTER_GRAVITY = -5.0f;
|
||||
|
||||
class btRigidBody;
|
||||
class btCollisionWorld;
|
||||
|
@ -29,31 +32,89 @@ class btDynamicsWorld;
|
|||
|
||||
class CharacterController : public btCharacterControllerInterface {
|
||||
public:
|
||||
CharacterController();
|
||||
virtual ~CharacterController() {}
|
||||
|
||||
bool needsRemoval() const;
|
||||
bool needsAddition() const;
|
||||
void setDynamicsWorld(btDynamicsWorld* world);
|
||||
btCollisionObject* getCollisionObject() { return _rigidBody; }
|
||||
|
||||
virtual void updateShapeIfNecessary() = 0;
|
||||
virtual void preSimulation() = 0;
|
||||
virtual void postSimulation() = 0;
|
||||
|
||||
// overrides from btCharacterControllerInterface
|
||||
virtual void setWalkDirection(const btVector3 &walkDirection) { assert(false); }
|
||||
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) override { assert(false); }
|
||||
virtual void reset(btCollisionWorld* collisionWorld) override { }
|
||||
virtual void warp(const btVector3& origin) override { }
|
||||
virtual void debugDraw(btIDebugDraw* debugDrawer) override { }
|
||||
virtual void setUpInterpolate(bool value) override { }
|
||||
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) override {
|
||||
preStep(collisionWorld);
|
||||
playerStep(collisionWorld, deltaTime);
|
||||
}
|
||||
virtual void preStep(btCollisionWorld *collisionWorld) override;
|
||||
virtual void playerStep(btCollisionWorld *collisionWorld, btScalar dt) override;
|
||||
virtual bool canJump() const override { assert(false); return false; } // never call this
|
||||
virtual void jump() override;
|
||||
virtual bool onGround() const;
|
||||
|
||||
void preSimulation();
|
||||
void postSimulation();
|
||||
|
||||
void setPositionAndOrientation( const glm::vec3& position, const glm::quat& orientation);
|
||||
void getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
|
||||
|
||||
void setTargetVelocity(const glm::vec3& velocity);
|
||||
void setFollowVelocity(const glm::vec3& velocity);
|
||||
float getFollowTime() const { return _followTime; }
|
||||
|
||||
glm::vec3 getLinearVelocity() const;
|
||||
|
||||
bool isHovering() const { return _isHovering; }
|
||||
void setHovering(bool enabled);
|
||||
|
||||
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
|
||||
|
||||
void setEnabled(bool enabled);
|
||||
bool isEnabled() const { return _enabled && _dynamicsWorld; }
|
||||
|
||||
/* these from btCharacterControllerInterface remain to be overridden
|
||||
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) = 0;
|
||||
virtual void reset() = 0;
|
||||
virtual void warp(const btVector3 &origin) = 0;
|
||||
virtual void preStep(btCollisionWorld *collisionWorld) = 0;
|
||||
virtual void playerStep(btCollisionWorld *collisionWorld, btScalar dt) = 0;
|
||||
virtual bool canJump() const = 0;
|
||||
virtual void jump() = 0;
|
||||
virtual bool onGround() const = 0;
|
||||
*/
|
||||
protected:
|
||||
void updateUpAxis(const glm::quat& rotation);
|
||||
|
||||
protected:
|
||||
btVector3 _currentUp;
|
||||
btVector3 _walkVelocity;
|
||||
btVector3 _followVelocity;
|
||||
btTransform _characterBodyTransform;
|
||||
|
||||
glm::vec3 _shapeLocalOffset;
|
||||
|
||||
glm::vec3 _boxScale; // used to compute capsule shape
|
||||
|
||||
quint64 _jumpToHoverStart;
|
||||
|
||||
btScalar _halfHeight;
|
||||
btScalar _radius;
|
||||
|
||||
btScalar _floorDistance;
|
||||
|
||||
btScalar _gravity;
|
||||
|
||||
btScalar _jumpSpeed;
|
||||
btScalar _followTime;
|
||||
|
||||
bool _enabled;
|
||||
bool _isOnGround;
|
||||
bool _isJumping;
|
||||
bool _isFalling;
|
||||
bool _isHovering;
|
||||
bool _isPushingUp;
|
||||
|
||||
btDynamicsWorld* _dynamicsWorld { nullptr };
|
||||
btRigidBody* _rigidBody { nullptr };
|
||||
uint32_t _pendingFlags { 0 };
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterControllerInterface_h
|
||||
|
|
Loading…
Reference in a new issue