mirror of
https://github.com/lubosz/overte.git
synced 2025-04-16 17:38:15 +02:00
help avatar walk up steps
This commit is contained in:
parent
a31a861e19
commit
e21bd7a67a
17 changed files with 1501 additions and 204 deletions
|
@ -4331,13 +4331,6 @@ void Application::update(float deltaTime) {
|
|||
if (nearbyEntitiesAreReadyForPhysics()) {
|
||||
_physicsEnabled = true;
|
||||
getMyAvatar()->updateMotionBehaviorFromMenu();
|
||||
} else {
|
||||
auto characterController = getMyAvatar()->getCharacterController();
|
||||
if (characterController) {
|
||||
// if we have a character controller, disable it here so the avatar doesn't get stuck due to
|
||||
// a non-loading collision hull.
|
||||
characterController->setEnabled(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (domainLoadingInProgress) {
|
||||
|
|
|
@ -532,6 +532,10 @@ Menu::Menu() {
|
|||
avatar.get(), SLOT(updateMotionBehaviorFromMenu()),
|
||||
UNSPECIFIED_POSITION, "Developer");
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAvatarCollisions, 0, true,
|
||||
avatar.get(), SLOT(updateMotionBehaviorFromMenu()),
|
||||
UNSPECIFIED_POSITION, "Developer");
|
||||
|
||||
// Developer > Hands >>>
|
||||
MenuWrapper* handOptionsMenu = developerMenu->addMenu("Hands");
|
||||
addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false,
|
||||
|
|
|
@ -96,7 +96,7 @@ namespace MenuOption {
|
|||
const QString DontRenderEntitiesAsScene = "Don't Render Entities as Scene";
|
||||
const QString EchoLocalAudio = "Echo Local Audio";
|
||||
const QString EchoServerAudio = "Echo Server Audio";
|
||||
const QString EnableCharacterController = "Collide with world";
|
||||
const QString EnableAvatarCollisions = "Enable Avatar Collisions";
|
||||
const QString EnableInverseKinematics = "Enable Inverse Kinematics";
|
||||
const QString EntityScriptServerLog = "Entity Script Server Log";
|
||||
const QString ExpandMyAvatarSimulateTiming = "Expand /myAvatar/simulation";
|
||||
|
|
36
interface/src/avatar/MyAvatar.cpp
Normal file → Executable file
36
interface/src/avatar/MyAvatar.cpp
Normal file → Executable file
|
@ -150,8 +150,6 @@ MyAvatar::MyAvatar(QThread* thread, RigPointer rig) :
|
|||
// when we leave a domain we lift whatever restrictions that domain may have placed on our scale
|
||||
connect(&domainHandler, &DomainHandler::disconnectedFromDomain, this, &MyAvatar::clearScaleRestriction);
|
||||
|
||||
_characterController.setEnabled(true);
|
||||
|
||||
_bodySensorMatrix = deriveBodyFromHMDSensor();
|
||||
|
||||
using namespace recording;
|
||||
|
@ -588,8 +586,8 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
}
|
||||
});
|
||||
_characterController.setFlyingAllowed(flyingAllowed);
|
||||
if (!_characterController.isEnabled() && !ghostingAllowed) {
|
||||
_characterController.setEnabled(true);
|
||||
if (!ghostingAllowed && _characterController.getCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
|
||||
_characterController.setCollisionGroup(BULLET_COLLISION_GROUP_MY_AVATAR);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1449,7 +1447,8 @@ void MyAvatar::updateMotors() {
|
|||
_characterController.clearMotors();
|
||||
glm::quat motorRotation;
|
||||
if (_motionBehaviors & AVATAR_MOTION_ACTION_MOTOR_ENABLED) {
|
||||
if (_characterController.getState() == CharacterController::State::Hover) {
|
||||
if (_characterController.getState() == CharacterController::State::Hover ||
|
||||
_characterController.getCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
|
||||
motorRotation = getMyHead()->getCameraOrientation();
|
||||
} else {
|
||||
// non-hovering = walking: follow camera twist about vertical but not lift
|
||||
|
@ -1495,6 +1494,7 @@ void MyAvatar::prepareForPhysicsSimulation() {
|
|||
qDebug() << "Warning: getParentVelocity failed" << getID();
|
||||
parentVelocity = glm::vec3();
|
||||
}
|
||||
_characterController.handleChangedCollisionGroup();
|
||||
_characterController.setParentVelocity(parentVelocity);
|
||||
|
||||
_characterController.setPositionAndOrientation(getPosition(), getOrientation());
|
||||
|
@ -1906,7 +1906,7 @@ void MyAvatar::updateActionMotor(float deltaTime) {
|
|||
float finalMaxMotorSpeed = getUniformScale() * MAX_ACTION_MOTOR_SPEED;
|
||||
float speedGrowthTimescale = 2.0f;
|
||||
float speedIncreaseFactor = 1.8f;
|
||||
motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale , 0.0f, 1.0f) * speedIncreaseFactor;
|
||||
motorSpeed *= 1.0f + glm::clamp(deltaTime / speedGrowthTimescale, 0.0f, 1.0f) * speedIncreaseFactor;
|
||||
const float maxBoostSpeed = getUniformScale() * MAX_BOOST_SPEED;
|
||||
|
||||
if (_isPushing) {
|
||||
|
@ -1949,9 +1949,17 @@ void MyAvatar::updatePosition(float deltaTime) {
|
|||
measureMotionDerivatives(deltaTime);
|
||||
_moving = speed2 > MOVING_SPEED_THRESHOLD_SQUARED;
|
||||
} else {
|
||||
// physics physics simulation updated elsewhere
|
||||
float speed2 = glm::length2(velocity);
|
||||
_moving = speed2 > MOVING_SPEED_THRESHOLD_SQUARED;
|
||||
|
||||
if (_moving) {
|
||||
// scan for walkability
|
||||
glm::vec3 position = getPosition();
|
||||
MyCharacterController::RayShotgunResult result;
|
||||
glm::vec3 step = deltaTime * (getRotation() * _actionMotorVelocity);
|
||||
_characterController.testRayShotgun(position, step, result);
|
||||
_characterController.setStepUpEnabled(result.walkable);
|
||||
}
|
||||
}
|
||||
|
||||
// capture the head rotation, in sensor space, when the user first indicates they would like to move/fly.
|
||||
|
@ -2188,14 +2196,13 @@ void MyAvatar::updateMotionBehaviorFromMenu() {
|
|||
} else {
|
||||
_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
|
||||
}
|
||||
|
||||
setCharacterControllerEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController));
|
||||
setAvatarCollisionsEnabled(menu->isOptionChecked(MenuOption::EnableAvatarCollisions));
|
||||
}
|
||||
|
||||
void MyAvatar::setCharacterControllerEnabled(bool enabled) {
|
||||
void MyAvatar::setAvatarCollisionsEnabled(bool enabled) {
|
||||
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "setCharacterControllerEnabled", Q_ARG(bool, enabled));
|
||||
QMetaObject::invokeMethod(this, "setAvatarCollisionsEnabled", Q_ARG(bool, enabled));
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2207,11 +2214,12 @@ void MyAvatar::setCharacterControllerEnabled(bool enabled) {
|
|||
ghostingAllowed = zone->getGhostingAllowed();
|
||||
}
|
||||
}
|
||||
_characterController.setEnabled(ghostingAllowed ? enabled : true);
|
||||
int16_t group = enabled || !ghostingAllowed ? BULLET_COLLISION_GROUP_MY_AVATAR : BULLET_COLLISION_GROUP_COLLISIONLESS;
|
||||
_characterController.setCollisionGroup(group);
|
||||
}
|
||||
|
||||
bool MyAvatar::getCharacterControllerEnabled() {
|
||||
return _characterController.isEnabled();
|
||||
bool MyAvatar::getAvatarCollisionsEnabled() {
|
||||
return _characterController.getCollisionGroup() != BULLET_COLLISION_GROUP_COLLISIONLESS;
|
||||
}
|
||||
|
||||
void MyAvatar::clearDriveKeys() {
|
||||
|
|
|
@ -128,7 +128,7 @@ class MyAvatar : public Avatar {
|
|||
Q_PROPERTY(float isAway READ getIsAway WRITE setAway)
|
||||
|
||||
Q_PROPERTY(bool hmdLeanRecenterEnabled READ getHMDLeanRecenterEnabled WRITE setHMDLeanRecenterEnabled)
|
||||
Q_PROPERTY(bool characterControllerEnabled READ getCharacterControllerEnabled WRITE setCharacterControllerEnabled)
|
||||
Q_PROPERTY(bool avatarCollisionsEnabled READ getAvatarCollisionsEnabled WRITE setAvatarCollisionsEnabled)
|
||||
Q_PROPERTY(bool useAdvancedMovementControls READ useAdvancedMovementControls WRITE setUseAdvancedMovementControls)
|
||||
|
||||
public:
|
||||
|
@ -470,8 +470,8 @@ public:
|
|||
|
||||
bool hasDriveInput() const;
|
||||
|
||||
Q_INVOKABLE void setCharacterControllerEnabled(bool enabled);
|
||||
Q_INVOKABLE bool getCharacterControllerEnabled();
|
||||
Q_INVOKABLE void setAvatarCollisionsEnabled(bool enabled);
|
||||
Q_INVOKABLE bool getAvatarCollisionsEnabled();
|
||||
|
||||
virtual glm::quat getAbsoluteJointRotationInObjectFrame(int index) const override;
|
||||
virtual glm::vec3 getAbsoluteJointTranslationInObjectFrame(int index) const override;
|
||||
|
|
438
interface/src/avatar/MyCharacterController.cpp
Normal file → Executable file
438
interface/src/avatar/MyCharacterController.cpp
Normal file → Executable file
|
@ -15,11 +15,15 @@
|
|||
|
||||
#include "MyAvatar.h"
|
||||
|
||||
// TODO: improve walking up steps
|
||||
// TODO: make avatars able to walk up and down steps/slopes
|
||||
// TODO: make avatars stand on steep slope
|
||||
// TODO: make avatars not snag on low ceilings
|
||||
|
||||
|
||||
void MyCharacterController::RayShotgunResult::reset() {
|
||||
hitFraction = 1.0f;
|
||||
walkable = true;
|
||||
}
|
||||
|
||||
MyCharacterController::MyCharacterController(MyAvatar* avatar) {
|
||||
|
||||
assert(avatar);
|
||||
|
@ -30,37 +34,33 @@ MyCharacterController::MyCharacterController(MyAvatar* avatar) {
|
|||
MyCharacterController::~MyCharacterController() {
|
||||
}
|
||||
|
||||
void MyCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||
CharacterController::setDynamicsWorld(world);
|
||||
if (world) {
|
||||
initRayShotgun(world);
|
||||
}
|
||||
}
|
||||
|
||||
void MyCharacterController::updateShapeIfNecessary() {
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
||||
_pendingFlags &= ~PENDING_FLAG_UPDATE_SHAPE;
|
||||
|
||||
// compute new dimensions from avatar's bounding box
|
||||
float x = _boxScale.x;
|
||||
float z = _boxScale.z;
|
||||
_radius = 0.5f * sqrtf(0.5f * (x * x + z * z));
|
||||
_halfHeight = 0.5f * _boxScale.y - _radius;
|
||||
float MIN_HALF_HEIGHT = 0.1f;
|
||||
if (_halfHeight < MIN_HALF_HEIGHT) {
|
||||
_halfHeight = MIN_HALF_HEIGHT;
|
||||
}
|
||||
// NOTE: _shapeLocalOffset is already computed
|
||||
|
||||
if (_radius > 0.0f) {
|
||||
// create RigidBody if it doesn't exist
|
||||
if (!_rigidBody) {
|
||||
btCollisionShape* shape = computeShape();
|
||||
|
||||
// HACK: use some simple mass property defaults for now
|
||||
const float DEFAULT_AVATAR_MASS = 100.0f;
|
||||
const btScalar DEFAULT_AVATAR_MASS = 100.0f;
|
||||
const btVector3 DEFAULT_AVATAR_INERTIA_TENSOR(30.0f, 8.0f, 30.0f);
|
||||
|
||||
btCollisionShape* shape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
|
||||
_rigidBody = new btRigidBody(DEFAULT_AVATAR_MASS, nullptr, shape, DEFAULT_AVATAR_INERTIA_TENSOR);
|
||||
} else {
|
||||
btCollisionShape* shape = _rigidBody->getCollisionShape();
|
||||
if (shape) {
|
||||
delete shape;
|
||||
}
|
||||
shape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
|
||||
shape = computeShape();
|
||||
_rigidBody->setCollisionShape(shape);
|
||||
}
|
||||
|
||||
|
@ -72,12 +72,414 @@ void MyCharacterController::updateShapeIfNecessary() {
|
|||
if (_state == State::Hover) {
|
||||
_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
} else {
|
||||
_rigidBody->setGravity(DEFAULT_CHARACTER_GRAVITY * _currentUp);
|
||||
_rigidBody->setGravity(_gravity * _currentUp);
|
||||
}
|
||||
//_rigidBody->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
|
||||
_rigidBody->setCollisionFlags(_rigidBody->getCollisionFlags() &
|
||||
~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT));
|
||||
} else {
|
||||
// TODO: handle this failure case
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm::vec3& step, RayShotgunResult& result) {
|
||||
btVector3 rayDirection = glmToBullet(step);
|
||||
btScalar stepLength = rayDirection.length();
|
||||
if (stepLength < FLT_EPSILON) {
|
||||
return false;
|
||||
}
|
||||
rayDirection /= stepLength;
|
||||
|
||||
// get _ghost ready for ray traces
|
||||
btTransform transform = _rigidBody->getWorldTransform();
|
||||
btVector3 newPosition = glmToBullet(position);
|
||||
transform.setOrigin(newPosition);
|
||||
_ghost.setWorldTransform(transform);
|
||||
btMatrix3x3 rotation = transform.getBasis();
|
||||
_ghost.refreshOverlappingPairCache();
|
||||
|
||||
CharacterRayResult rayResult(&_ghost);
|
||||
CharacterRayResult closestRayResult(&_ghost);
|
||||
btVector3 rayStart;
|
||||
btVector3 rayEnd;
|
||||
|
||||
// compute rotation that will orient local ray start points to face step direction
|
||||
btVector3 forward = rotation * btVector3(0.0f, 0.0f, -1.0f);
|
||||
btVector3 adjustedDirection = rayDirection - rayDirection.dot(_currentUp) * _currentUp;
|
||||
btVector3 axis = forward.cross(adjustedDirection);
|
||||
btScalar lengthAxis = axis.length();
|
||||
if (lengthAxis > FLT_EPSILON) {
|
||||
// we're walking sideways
|
||||
btScalar angle = acosf(lengthAxis / adjustedDirection.length());
|
||||
if (rayDirection.dot(forward) < 0.0f) {
|
||||
angle = PI - angle;
|
||||
}
|
||||
axis /= lengthAxis;
|
||||
rotation = btMatrix3x3(btQuaternion(axis, angle)) * rotation;
|
||||
} else if (rayDirection.dot(forward) < 0.0f) {
|
||||
// we're walking backwards
|
||||
rotation = btMatrix3x3(btQuaternion(_currentUp, PI)) * rotation;
|
||||
}
|
||||
|
||||
// scan the top
|
||||
// NOTE: if we scan an extra distance forward we can detect flat surfaces that are too steep to walk on.
|
||||
// The approximate extra distance can be derived with trigonometry.
|
||||
//
|
||||
// minimumForward = [ (maxStepHeight + radius / cosTheta - radius) * (cosTheta / sinTheta) - radius ]
|
||||
//
|
||||
// where: theta = max angle between floor normal and vertical
|
||||
//
|
||||
// if stepLength is not long enough we can add the difference.
|
||||
//
|
||||
btScalar cosTheta = _minFloorNormalDotUp;
|
||||
btScalar sinTheta = sqrtf(1.0f - cosTheta * cosTheta);
|
||||
const btScalar MIN_FORWARD_SLOP = 0.12f; // HACK: not sure why this is necessary to detect steepest walkable slope
|
||||
btScalar forwardSlop = (_maxStepHeight + _radius / cosTheta - _radius) * (cosTheta / sinTheta) - (_radius + stepLength) + MIN_FORWARD_SLOP;
|
||||
if (forwardSlop < 0.0f) {
|
||||
// BIG step, no slop necessary
|
||||
forwardSlop = 0.0f;
|
||||
}
|
||||
|
||||
const btScalar backSlop = 0.04f;
|
||||
for (int32_t i = 0; i < _topPoints.size(); ++i) {
|
||||
rayStart = newPosition + rotation * _topPoints[i] - backSlop * rayDirection;
|
||||
rayEnd = rayStart + (backSlop + stepLength + forwardSlop) * rayDirection;
|
||||
if (_ghost.rayTest(rayStart, rayEnd, rayResult)) {
|
||||
if (rayResult.m_closestHitFraction < closestRayResult.m_closestHitFraction) {
|
||||
closestRayResult = rayResult;
|
||||
}
|
||||
if (result.walkable) {
|
||||
if (rayResult.m_hitNormalWorld.dot(_currentUp) < _minFloorNormalDotUp) {
|
||||
result.walkable = false;
|
||||
// the top scan wasn't walkable so don't bother scanning the bottom
|
||||
// remove both forwardSlop and backSlop
|
||||
result.hitFraction = glm::min(1.0f, (closestRayResult.m_closestHitFraction * (backSlop + stepLength + forwardSlop) - backSlop) / stepLength);
|
||||
return result.hitFraction < 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (_state == State::Hover) {
|
||||
// scan the bottom just like the top
|
||||
for (int32_t i = 0; i < _bottomPoints.size(); ++i) {
|
||||
rayStart = newPosition + rotation * _bottomPoints[i] - backSlop * rayDirection;
|
||||
rayEnd = rayStart + (backSlop + stepLength + forwardSlop) * rayDirection;
|
||||
if (_ghost.rayTest(rayStart, rayEnd, rayResult)) {
|
||||
if (rayResult.m_closestHitFraction < closestRayResult.m_closestHitFraction) {
|
||||
closestRayResult = rayResult;
|
||||
}
|
||||
if (result.walkable) {
|
||||
if (rayResult.m_hitNormalWorld.dot(_currentUp) < _minFloorNormalDotUp) {
|
||||
result.walkable = false;
|
||||
// the bottom scan wasn't walkable
|
||||
// remove both forwardSlop and backSlop
|
||||
result.hitFraction = glm::min(1.0f, (closestRayResult.m_closestHitFraction * (backSlop + stepLength + forwardSlop) - backSlop) / stepLength);
|
||||
return result.hitFraction < 1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// scan the bottom looking for nearest step point
|
||||
// remove forwardSlop
|
||||
result.hitFraction = (closestRayResult.m_closestHitFraction * (backSlop + stepLength + forwardSlop)) / (backSlop + stepLength);
|
||||
|
||||
for (int32_t i = 0; i < _bottomPoints.size(); ++i) {
|
||||
rayStart = newPosition + rotation * _bottomPoints[i] - backSlop * rayDirection;
|
||||
rayEnd = rayStart + (backSlop + stepLength) * rayDirection;
|
||||
if (_ghost.rayTest(rayStart, rayEnd, rayResult)) {
|
||||
if (rayResult.m_closestHitFraction < closestRayResult.m_closestHitFraction) {
|
||||
closestRayResult = rayResult;
|
||||
}
|
||||
}
|
||||
}
|
||||
// remove backSlop
|
||||
// NOTE: backSlop removal can produce a NEGATIVE hitFraction!
|
||||
// which means the shape is actually in interpenetration
|
||||
result.hitFraction = ((closestRayResult.m_closestHitFraction * (backSlop + stepLength)) - backSlop) / stepLength;
|
||||
}
|
||||
return result.hitFraction < 1.0f;
|
||||
}
|
||||
|
||||
glm::vec3 MyCharacterController::computeHMDStep(const glm::vec3& position, const glm::vec3& step) {
|
||||
btVector3 stepDirection = glmToBullet(step);
|
||||
btScalar stepLength = stepDirection.length();
|
||||
if (stepLength < FLT_EPSILON) {
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
stepDirection /= stepLength;
|
||||
|
||||
// get _ghost ready for ray traces
|
||||
btTransform transform = _rigidBody->getWorldTransform();
|
||||
btVector3 newPosition = glmToBullet(position);
|
||||
transform.setOrigin(newPosition);
|
||||
btMatrix3x3 rotation = transform.getBasis();
|
||||
_ghost.setWorldTransform(transform);
|
||||
_ghost.refreshOverlappingPairCache();
|
||||
|
||||
// compute rotation that will orient local ray start points to face stepDirection
|
||||
btVector3 forward = rotation * btVector3(0.0f, 0.0f, -1.0f);
|
||||
btVector3 horizontalDirection = stepDirection - stepDirection.dot(_currentUp) * _currentUp;
|
||||
btVector3 axis = forward.cross(horizontalDirection);
|
||||
btScalar lengthAxis = axis.length();
|
||||
if (lengthAxis > FLT_EPSILON) {
|
||||
// non-zero sideways component
|
||||
btScalar angle = asinf(lengthAxis / horizontalDirection.length());
|
||||
if (stepDirection.dot(forward) < 0.0f) {
|
||||
angle = PI - angle;
|
||||
}
|
||||
axis /= lengthAxis;
|
||||
rotation = btMatrix3x3(btQuaternion(axis, angle)) * rotation;
|
||||
} else if (stepDirection.dot(forward) < 0.0f) {
|
||||
// backwards
|
||||
rotation = btMatrix3x3(btQuaternion(_currentUp, PI)) * rotation;
|
||||
}
|
||||
|
||||
CharacterRayResult rayResult(&_ghost);
|
||||
btVector3 rayStart;
|
||||
btVector3 rayEnd;
|
||||
btVector3 penetration = btVector3(0.0f, 0.0f, 0.0f);
|
||||
int32_t numPenetrations = 0;
|
||||
|
||||
{ // first we scan straight out from capsule center to see if we're stuck on anything
|
||||
btScalar forwardRatio = 0.5f;
|
||||
btScalar backRatio = 0.25f;
|
||||
|
||||
btVector3 radial;
|
||||
bool stuck = false;
|
||||
for (int32_t i = 0; i < _topPoints.size(); ++i) {
|
||||
rayStart = rotation * _topPoints[i];
|
||||
radial = rayStart - rayStart.dot(_currentUp) * _currentUp;
|
||||
rayEnd = newPosition + rayStart + forwardRatio * radial;
|
||||
rayStart += newPosition - backRatio * radial;
|
||||
|
||||
// reset rayResult for next test
|
||||
rayResult.m_closestHitFraction = 1.0f;
|
||||
rayResult.m_collisionObject = nullptr;
|
||||
|
||||
if (_ghost.rayTest(rayStart, rayEnd, rayResult)) {
|
||||
btScalar totalRatio = backRatio + forwardRatio;
|
||||
btScalar adjustedHitFraction = (rayResult.m_closestHitFraction * totalRatio - backRatio) / forwardRatio;
|
||||
if (adjustedHitFraction < 0.0f) {
|
||||
penetration += adjustedHitFraction * radial;
|
||||
++numPenetrations;
|
||||
} else {
|
||||
stuck = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (numPenetrations > 0) {
|
||||
if (numPenetrations > 1) {
|
||||
penetration /= (btScalar)numPenetrations;
|
||||
}
|
||||
return bulletToGLM(penetration);
|
||||
} else if (stuck) {
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
// if we get here then we're not stuck pushing into any surface
|
||||
// so now we scan to see if the way before us is "walkable"
|
||||
|
||||
// scan the top
|
||||
// NOTE: if we scan an extra distance forward we can detect flat surfaces that are too steep to walk on.
|
||||
// The approximate extra distance can be derived with trigonometry.
|
||||
//
|
||||
// minimumForward = [ (maxStepHeight + radius / cosTheta - radius) * (cosTheta / sinTheta) - radius ]
|
||||
//
|
||||
// where: theta = max angle between floor normal and vertical
|
||||
//
|
||||
// if stepLength is not long enough we can add the difference.
|
||||
//
|
||||
btScalar cosTheta = _minFloorNormalDotUp;
|
||||
btScalar sinTheta = sqrtf(1.0f - cosTheta * cosTheta);
|
||||
const btScalar MIN_FORWARD_SLOP = 0.10f; // HACK: not sure why this is necessary to detect steepest walkable slope
|
||||
btScalar forwardSlop = (_maxStepHeight + _radius / cosTheta - _radius) * (cosTheta / sinTheta) - (_radius + stepLength) + MIN_FORWARD_SLOP;
|
||||
if (forwardSlop < 0.0f) {
|
||||
// BIG step, no slop necessary
|
||||
forwardSlop = 0.0f;
|
||||
}
|
||||
|
||||
// we push the step forward by stepMargin to help reduce accidental penetration
|
||||
const btScalar MIN_STEP_MARGIN = 0.04f;
|
||||
btScalar stepMargin = glm::max(_radius, MIN_STEP_MARGIN);
|
||||
btScalar expandedStepLength = stepLength + forwardSlop + stepMargin;
|
||||
|
||||
// loop over topPoints
|
||||
bool walkable = true;
|
||||
for (int32_t i = 0; i < _topPoints.size(); ++i) {
|
||||
rayStart = newPosition + rotation * _topPoints[i];
|
||||
rayEnd = rayStart + expandedStepLength * stepDirection;
|
||||
|
||||
// reset rayResult for next test
|
||||
rayResult.m_closestHitFraction = 1.0f;
|
||||
rayResult.m_collisionObject = nullptr;
|
||||
|
||||
if (_ghost.rayTest(rayStart, rayEnd, rayResult)) {
|
||||
if (rayResult.m_hitNormalWorld.dot(_currentUp) < _minFloorNormalDotUp) {
|
||||
walkable = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// scan the bottom
|
||||
// TODO: implement sliding along sloped floors
|
||||
bool steppingUp = false;
|
||||
expandedStepLength = stepLength + MIN_FORWARD_SLOP + MIN_STEP_MARGIN;
|
||||
for (int32_t i = _bottomPoints.size() - 1; i > -1; --i) {
|
||||
rayStart = newPosition + rotation * _bottomPoints[i] - MIN_STEP_MARGIN * stepDirection;
|
||||
rayEnd = rayStart + expandedStepLength * stepDirection;
|
||||
|
||||
// reset rayResult for next test
|
||||
rayResult.m_closestHitFraction = 1.0f;
|
||||
rayResult.m_collisionObject = nullptr;
|
||||
|
||||
if (_ghost.rayTest(rayStart, rayEnd, rayResult)) {
|
||||
btScalar adjustedHitFraction = (rayResult.m_closestHitFraction * expandedStepLength - MIN_STEP_MARGIN) / (stepLength + MIN_FORWARD_SLOP);
|
||||
if (adjustedHitFraction < 1.0f) {
|
||||
steppingUp = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!walkable && steppingUp ) {
|
||||
return glm::vec3(0.0f);
|
||||
}
|
||||
// else it might not be walkable, but we aren't steppingUp yet which means we can still move forward
|
||||
|
||||
// TODO: slide up ramps and fall off edges (then we can remove the vertical follow of Avatar's RigidBody)
|
||||
return step;
|
||||
}
|
||||
|
||||
btConvexHullShape* MyCharacterController::computeShape() const {
|
||||
// HACK: the avatar collides using convex hull with a collision margin equal to
|
||||
// the old capsule radius. Two points define a capsule and additional points are
|
||||
// spread out at chest level to produce a slight taper toward the feet. This
|
||||
// makes the avatar more likely to collide with vertical walls at a higher point
|
||||
// and thus less likely to produce a single-point collision manifold below the
|
||||
// _maxStepHeight when walking into against vertical surfaces --> fixes a bug
|
||||
// where the "walk up steps" feature would allow the avatar to walk up vertical
|
||||
// walls.
|
||||
const int32_t NUM_POINTS = 6;
|
||||
btVector3 points[NUM_POINTS];
|
||||
btVector3 xAxis = btVector3(1.0f, 0.0f, 0.0f);
|
||||
btVector3 yAxis = btVector3(0.0f, 1.0f, 0.0f);
|
||||
btVector3 zAxis = btVector3(0.0f, 0.0f, 1.0f);
|
||||
points[0] = _halfHeight * yAxis;
|
||||
points[1] = -_halfHeight * yAxis;
|
||||
points[2] = (0.75f * _halfHeight) * yAxis - (0.1f * _radius) * zAxis;
|
||||
points[3] = (0.75f * _halfHeight) * yAxis + (0.1f * _radius) * zAxis;
|
||||
points[4] = (0.75f * _halfHeight) * yAxis - (0.1f * _radius) * xAxis;
|
||||
points[5] = (0.75f * _halfHeight) * yAxis + (0.1f * _radius) * xAxis;
|
||||
btConvexHullShape* shape = new btConvexHullShape(reinterpret_cast<btScalar*>(points), NUM_POINTS);
|
||||
shape->setMargin(_radius);
|
||||
return shape;
|
||||
}
|
||||
|
||||
void MyCharacterController::initRayShotgun(const btCollisionWorld* world) {
|
||||
// In order to trace rays out from the avatar's shape surface we need to know where the start points are in
|
||||
// the local-frame. Since the avatar shape is somewhat irregular computing these points by hand is a hassle
|
||||
// so instead we ray-trace backwards to the avatar to find them.
|
||||
//
|
||||
// We trace back a regular grid (see below) of points against the shape and keep any that hit.
|
||||
// ___
|
||||
// + / + \ +
|
||||
// |+ +|
|
||||
// +| + | +
|
||||
// |+ +|
|
||||
// +| + | +
|
||||
// |+ +|
|
||||
// + \ + / +
|
||||
// ---
|
||||
// The shotgun will send rays out from these same points to see if the avatar's shape can proceed through space.
|
||||
|
||||
// helper class for simple ray-traces against character
|
||||
class MeOnlyResultCallback : public btCollisionWorld::ClosestRayResultCallback {
|
||||
public:
|
||||
MeOnlyResultCallback (btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)) {
|
||||
_me = me;
|
||||
m_collisionFilterGroup = BULLET_COLLISION_GROUP_DYNAMIC;
|
||||
m_collisionFilterMask = BULLET_COLLISION_MASK_DYNAMIC;
|
||||
}
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) override {
|
||||
if (rayResult.m_collisionObject != _me) {
|
||||
return 1.0f;
|
||||
}
|
||||
return ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace);
|
||||
}
|
||||
btRigidBody* _me;
|
||||
};
|
||||
|
||||
const btScalar fullHalfHeight = _radius + _halfHeight;
|
||||
const btScalar divisionLine = -fullHalfHeight + _maxStepHeight; // line between top and bottom
|
||||
const btScalar topHeight = fullHalfHeight - divisionLine;
|
||||
const btScalar slop = 0.02f;
|
||||
|
||||
const int32_t NUM_ROWS = 5; // must be odd number > 1
|
||||
const int32_t NUM_COLUMNS = 5; // must be odd number > 1
|
||||
btVector3 reach = (2.0f * _radius) * btVector3(0.0f, 0.0f, 1.0f);
|
||||
|
||||
{ // top points
|
||||
_topPoints.clear();
|
||||
_topPoints.reserve(NUM_ROWS * NUM_COLUMNS);
|
||||
btScalar stepY = (topHeight - slop) / (btScalar)(NUM_ROWS - 1);
|
||||
btScalar stepX = 2.0f * (_radius - slop) / (btScalar)(NUM_COLUMNS - 1);
|
||||
|
||||
btTransform transform = _rigidBody->getWorldTransform();
|
||||
btVector3 position = transform.getOrigin();
|
||||
btMatrix3x3 rotation = transform.getBasis();
|
||||
|
||||
for (int32_t i = 0; i < NUM_ROWS; ++i) {
|
||||
int32_t maxJ = NUM_COLUMNS;
|
||||
btScalar offsetX = -(btScalar)((NUM_COLUMNS - 1) / 2) * stepX;
|
||||
if (i % 2 == 1) {
|
||||
// odd rows have one less point and start a halfStep closer
|
||||
maxJ -= 1;
|
||||
offsetX += 0.5f * stepX;
|
||||
}
|
||||
for (int32_t j = 0; j < maxJ; ++j) {
|
||||
btVector3 localRayEnd(offsetX + (btScalar)(j) * stepX, divisionLine + (btScalar)(i) * stepY, 0.0f);
|
||||
btVector3 localRayStart = localRayEnd - reach;
|
||||
MeOnlyResultCallback result(_rigidBody);
|
||||
world->rayTest(position + rotation * localRayStart, position + rotation * localRayEnd, result);
|
||||
if (result.m_closestHitFraction < 1.0f) {
|
||||
_topPoints.push_back(localRayStart + result.m_closestHitFraction * reach);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{ // bottom points
|
||||
_bottomPoints.clear();
|
||||
_bottomPoints.reserve(NUM_ROWS * NUM_COLUMNS);
|
||||
|
||||
btScalar steepestStepHitHeight = (_radius + 0.04f) * (1.0f - DEFAULT_MIN_FLOOR_NORMAL_DOT_UP);
|
||||
btScalar stepY = (_maxStepHeight - slop - steepestStepHitHeight) / (btScalar)(NUM_ROWS - 1);
|
||||
btScalar stepX = 2.0f * (_radius - slop) / (btScalar)(NUM_COLUMNS - 1);
|
||||
|
||||
btTransform transform = _rigidBody->getWorldTransform();
|
||||
btVector3 position = transform.getOrigin();
|
||||
btMatrix3x3 rotation = transform.getBasis();
|
||||
|
||||
for (int32_t i = 0; i < NUM_ROWS; ++i) {
|
||||
int32_t maxJ = NUM_COLUMNS;
|
||||
btScalar offsetX = -(btScalar)((NUM_COLUMNS - 1) / 2) * stepX;
|
||||
if (i % 2 == 1) {
|
||||
// odd rows have one less point and start a halfStep closer
|
||||
maxJ -= 1;
|
||||
offsetX += 0.5f * stepX;
|
||||
}
|
||||
for (int32_t j = 0; j < maxJ; ++j) {
|
||||
btVector3 localRayEnd(offsetX + (btScalar)(j) * stepX, (divisionLine - slop) - (btScalar)(i) * stepY, 0.0f);
|
||||
btVector3 localRayStart = localRayEnd - reach;
|
||||
MeOnlyResultCallback result(_rigidBody);
|
||||
world->rayTest(position + rotation * localRayStart, position + rotation * localRayEnd, result);
|
||||
if (result.m_closestHitFraction < 1.0f) {
|
||||
_bottomPoints.push_back(localRayStart + result.m_closestHitFraction * reach);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -24,10 +24,36 @@ public:
|
|||
explicit MyCharacterController(MyAvatar* avatar);
|
||||
~MyCharacterController ();
|
||||
|
||||
virtual void updateShapeIfNecessary() override;
|
||||
void setDynamicsWorld(btDynamicsWorld* world) override;
|
||||
void updateShapeIfNecessary() override;
|
||||
|
||||
// Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too
|
||||
// complex (e.g. small 20k triangle static mesh) so instead we cast several rays forward and if they
|
||||
// don't hit anything we consider it a clean sweep. Hence this "Shotgun" code.
|
||||
class RayShotgunResult {
|
||||
public:
|
||||
void reset();
|
||||
float hitFraction { 1.0f };
|
||||
bool walkable { true };
|
||||
};
|
||||
|
||||
/// return true if RayShotgun hits anything
|
||||
bool testRayShotgun(const glm::vec3& position, const glm::vec3& step, RayShotgunResult& result);
|
||||
|
||||
glm::vec3 computeHMDStep(const glm::vec3& position, const glm::vec3& step);
|
||||
|
||||
protected:
|
||||
void initRayShotgun(const btCollisionWorld* world);
|
||||
|
||||
private:
|
||||
btConvexHullShape* computeShape() const;
|
||||
|
||||
protected:
|
||||
MyAvatar* _avatar { nullptr };
|
||||
|
||||
// shotgun scan data
|
||||
btAlignedObjectArray<btVector3> _topPoints;
|
||||
btAlignedObjectArray<btVector3> _bottomPoints;
|
||||
};
|
||||
|
||||
#endif // hifi_MyCharacterController_h
|
||||
|
|
394
libraries/physics/src/CharacterController.cpp
Normal file → Executable file
394
libraries/physics/src/CharacterController.cpp
Normal file → Executable file
|
@ -13,8 +13,8 @@
|
|||
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
#include "PhysicsCollisionGroups.h"
|
||||
#include "ObjectMotionState.h"
|
||||
#include "PhysicsHelpers.h"
|
||||
#include "PhysicsLogging.h"
|
||||
|
||||
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
|
||||
|
@ -62,10 +62,6 @@ CharacterController::CharacterMotor::CharacterMotor(const glm::vec3& vel, const
|
|||
}
|
||||
|
||||
CharacterController::CharacterController() {
|
||||
_halfHeight = 1.0f;
|
||||
|
||||
_enabled = false;
|
||||
|
||||
_floorDistance = MAX_FALL_HEIGHT;
|
||||
|
||||
_targetVelocity.setValue(0.0f, 0.0f, 0.0f);
|
||||
|
@ -107,6 +103,7 @@ bool CharacterController::needsAddition() const {
|
|||
|
||||
void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||
if (_dynamicsWorld != world) {
|
||||
// remove from old world
|
||||
if (_dynamicsWorld) {
|
||||
if (_rigidBody) {
|
||||
_dynamicsWorld->removeRigidBody(_rigidBody);
|
||||
|
@ -115,16 +112,25 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
|||
_dynamicsWorld = nullptr;
|
||||
}
|
||||
if (world && _rigidBody) {
|
||||
// add to new world
|
||||
_dynamicsWorld = world;
|
||||
_pendingFlags &= ~PENDING_FLAG_JUMP;
|
||||
// Before adding the RigidBody to the world we must save its oldGravity to the side
|
||||
// because adding an object to the world will overwrite it with the default gravity.
|
||||
btVector3 oldGravity = _rigidBody->getGravity();
|
||||
_dynamicsWorld->addRigidBody(_rigidBody, BULLET_COLLISION_GROUP_MY_AVATAR, BULLET_COLLISION_MASK_MY_AVATAR);
|
||||
_dynamicsWorld->addRigidBody(_rigidBody, _collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR);
|
||||
_dynamicsWorld->addAction(this);
|
||||
// restore gravity settings
|
||||
_rigidBody->setGravity(oldGravity);
|
||||
// restore gravity settings because adding an object to the world overwrites its gravity setting
|
||||
_rigidBody->setGravity(_gravity * _currentUp);
|
||||
btCollisionShape* shape = _rigidBody->getCollisionShape();
|
||||
assert(shape && shape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE);
|
||||
_ghost.setCharacterShape(static_cast<btConvexHullShape*>(shape));
|
||||
}
|
||||
_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
|
||||
_ghost.setCollisionWorld(_dynamicsWorld);
|
||||
_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
|
||||
_ghost.setMaxStepHeight(0.75f * (_radius + _halfHeight));
|
||||
_ghost.setMinWallAngle(PI / 4.0f);
|
||||
_ghost.setUpDirection(_currentUp);
|
||||
_ghost.setMotorOnly(true);
|
||||
_ghost.setWorldTransform(_rigidBody->getWorldTransform());
|
||||
}
|
||||
if (_dynamicsWorld) {
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
||||
|
@ -138,38 +144,78 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
|||
}
|
||||
}
|
||||
|
||||
static const float COS_PI_OVER_THREE = cosf(PI / 3.0f);
|
||||
bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
|
||||
bool pushing = _targetVelocity.length2() > FLT_EPSILON;
|
||||
|
||||
btDispatcher* dispatcher = collisionWorld->getDispatcher();
|
||||
int numManifolds = dispatcher->getNumManifolds();
|
||||
bool hasFloor = false;
|
||||
|
||||
btTransform rotation = _rigidBody->getWorldTransform();
|
||||
rotation.setOrigin(btVector3(0.0f, 0.0f, 0.0f)); // clear translation part
|
||||
|
||||
bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) const {
|
||||
int numManifolds = collisionWorld->getDispatcher()->getNumManifolds();
|
||||
for (int i = 0; i < numManifolds; i++) {
|
||||
btPersistentManifold* contactManifold = collisionWorld->getDispatcher()->getManifoldByIndexInternal(i);
|
||||
const btCollisionObject* obA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
|
||||
const btCollisionObject* obB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
|
||||
if (obA == _rigidBody || obB == _rigidBody) {
|
||||
btPersistentManifold* contactManifold = dispatcher->getManifoldByIndexInternal(i);
|
||||
if (_rigidBody == contactManifold->getBody1() || _rigidBody == contactManifold->getBody0()) {
|
||||
bool characterIsFirst = _rigidBody == contactManifold->getBody0();
|
||||
int numContacts = contactManifold->getNumContacts();
|
||||
int stepContactIndex = -1;
|
||||
float highestStep = _minStepHeight;
|
||||
for (int j = 0; j < numContacts; j++) {
|
||||
btManifoldPoint& pt = contactManifold->getContactPoint(j);
|
||||
|
||||
// check to see if contact point is touching the bottom sphere of the capsule.
|
||||
// and the contact normal is not slanted too much.
|
||||
float contactPointY = (obA == _rigidBody) ? pt.m_localPointA.getY() : pt.m_localPointB.getY();
|
||||
btVector3 normal = (obA == _rigidBody) ? pt.m_normalWorldOnB : -pt.m_normalWorldOnB;
|
||||
if (contactPointY < -_halfHeight && normal.dot(_currentUp) > COS_PI_OVER_THREE) {
|
||||
return true;
|
||||
// check for "floor"
|
||||
btManifoldPoint& contact = contactManifold->getContactPoint(j);
|
||||
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
|
||||
btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
|
||||
btScalar hitHeight = _halfHeight + _radius + pointOnCharacter.dot(_currentUp);
|
||||
if (hitHeight < _maxStepHeight && normal.dot(_currentUp) > _minFloorNormalDotUp) {
|
||||
hasFloor = true;
|
||||
if (!pushing) {
|
||||
// we're not pushing against anything so we can early exit
|
||||
// (all we need to know is that there is a floor)
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (pushing && _targetVelocity.dot(normal) < 0.0f) {
|
||||
// remember highest step obstacle
|
||||
if (!_stepUpEnabled || hitHeight > _maxStepHeight) {
|
||||
// this manifold is invalidated by point that is too high
|
||||
stepContactIndex = -1;
|
||||
break;
|
||||
} else if (hitHeight > highestStep && normal.dot(_targetVelocity) < 0.0f ) {
|
||||
highestStep = hitHeight;
|
||||
stepContactIndex = j;
|
||||
hasFloor = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (stepContactIndex > -1 && highestStep > _stepHeight) {
|
||||
// remember step info for later
|
||||
btManifoldPoint& contact = contactManifold->getContactPoint(stepContactIndex);
|
||||
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
|
||||
_stepNormal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
|
||||
_stepHeight = highestStep;
|
||||
_stepPoint = rotation * pointOnCharacter; // rotate into world-frame
|
||||
}
|
||||
if (hasFloor && !(pushing && _stepUpEnabled)) {
|
||||
// early exit since all we need to know is that we're on a floor
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
return hasFloor;
|
||||
}
|
||||
|
||||
void CharacterController::updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) {
|
||||
preStep(collisionWorld);
|
||||
playerStep(collisionWorld, deltaTime);
|
||||
}
|
||||
|
||||
void CharacterController::preStep(btCollisionWorld* collisionWorld) {
|
||||
// trace a ray straight down to see if we're standing on the ground
|
||||
const btTransform& xform = _rigidBody->getWorldTransform();
|
||||
const btTransform& transform = _rigidBody->getWorldTransform();
|
||||
|
||||
// rayStart is at center of bottom sphere
|
||||
btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp;
|
||||
btVector3 rayStart = transform.getOrigin() - _halfHeight * _currentUp;
|
||||
|
||||
// rayEnd is some short distance outside bottom sphere
|
||||
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
|
||||
|
@ -183,21 +229,16 @@ void CharacterController::preStep(btCollisionWorld* collisionWorld) {
|
|||
if (rayCallback.hasHit()) {
|
||||
_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
|
||||
}
|
||||
|
||||
_hasSupport = checkForSupport(collisionWorld);
|
||||
}
|
||||
|
||||
const btScalar MIN_TARGET_SPEED = 0.001f;
|
||||
const btScalar MIN_TARGET_SPEED_SQUARED = MIN_TARGET_SPEED * MIN_TARGET_SPEED;
|
||||
|
||||
void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
|
||||
void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar dt) {
|
||||
_stepHeight = _minStepHeight; // clears memory of last step obstacle
|
||||
_hasSupport = checkForSupport(collisionWorld);
|
||||
btVector3 velocity = _rigidBody->getLinearVelocity() - _parentVelocity;
|
||||
computeNewVelocity(dt, velocity);
|
||||
_rigidBody->setLinearVelocity(velocity + _parentVelocity);
|
||||
|
||||
// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
|
||||
// Rather than add this velocity to velocity the RigidBody, we explicitly teleport the RigidBody towards its goal.
|
||||
// This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate().
|
||||
|
||||
const float MINIMUM_TIME_REMAINING = 0.005f;
|
||||
const float MAX_DISPLACEMENT = 0.5f * _radius;
|
||||
|
@ -231,6 +272,28 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
|
|||
_rigidBody->setWorldTransform(btTransform(endRot, endPos));
|
||||
}
|
||||
_followTime += dt;
|
||||
|
||||
float stepUpSpeed2 = _stepUpVelocity.length2();
|
||||
if (stepUpSpeed2 > FLT_EPSILON) {
|
||||
// we step up with micro-teleports rather than applying velocity
|
||||
// use a speed that would ballistically reach _stepHeight under gravity
|
||||
_stepUpVelocity /= sqrtf(stepUpSpeed2);
|
||||
btScalar minStepUpSpeed = sqrtf(fabsf(2.0f * _gravity * _stepHeight));
|
||||
|
||||
btTransform transform = _rigidBody->getWorldTransform();
|
||||
transform.setOrigin(transform.getOrigin() + (dt * minStepUpSpeed) * _stepUpVelocity);
|
||||
_rigidBody->setWorldTransform(transform);
|
||||
|
||||
// make sure the upward velocity is large enough to clear the very top of the step
|
||||
const btScalar MAGIC_STEP_OVERSHOOT_SPEED_COEFFICIENT = 0.5f;
|
||||
minStepUpSpeed = MAGIC_STEP_OVERSHOOT_SPEED_COEFFICIENT * sqrtf(fabsf(2.0f * _gravity * _minStepHeight));
|
||||
btScalar vDotUp = velocity.dot(_currentUp);
|
||||
if (vDotUp < minStepUpSpeed) {
|
||||
velocity += (minStepUpSpeed - vDotUp) * _stepUpVelocity;
|
||||
}
|
||||
}
|
||||
_rigidBody->setLinearVelocity(velocity + _parentVelocity);
|
||||
_ghost.setWorldTransform(_rigidBody->getWorldTransform());
|
||||
}
|
||||
|
||||
void CharacterController::jump() {
|
||||
|
@ -272,95 +335,96 @@ void CharacterController::setState(State desiredState) {
|
|||
#ifdef DEBUG_STATE_CHANGE
|
||||
qCDebug(physics) << "CharacterController::setState" << stateToStr(desiredState) << "from" << stateToStr(_state) << "," << reason;
|
||||
#endif
|
||||
if (desiredState == State::Hover && _state != State::Hover) {
|
||||
// hover enter
|
||||
if (_rigidBody) {
|
||||
if (_rigidBody) {
|
||||
if (desiredState == State::Hover && _state != State::Hover) {
|
||||
// hover enter
|
||||
_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
}
|
||||
} else if (_state == State::Hover && desiredState != State::Hover) {
|
||||
// hover exit
|
||||
if (_rigidBody) {
|
||||
_rigidBody->setGravity(DEFAULT_CHARACTER_GRAVITY * _currentUp);
|
||||
} else if (_state == State::Hover && desiredState != State::Hover) {
|
||||
// hover exit
|
||||
if (_collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS) {
|
||||
_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
|
||||
} else {
|
||||
_rigidBody->setGravity(_gravity * _currentUp);
|
||||
}
|
||||
}
|
||||
}
|
||||
_state = desiredState;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
|
||||
_boxScale = scale;
|
||||
|
||||
float x = _boxScale.x;
|
||||
float z = _boxScale.z;
|
||||
void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale) {
|
||||
float x = scale.x;
|
||||
float z = scale.z;
|
||||
float radius = 0.5f * sqrtf(0.5f * (x * x + z * z));
|
||||
float halfHeight = 0.5f * _boxScale.y - radius;
|
||||
float halfHeight = 0.5f * scale.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 (glm::abs(radius - _radius) > FLT_EPSILON || glm::abs(halfHeight - _halfHeight) > FLT_EPSILON) {
|
||||
_radius = radius;
|
||||
_halfHeight = halfHeight;
|
||||
const btScalar DEFAULT_MIN_STEP_HEIGHT = 0.041f; // HACK: hardcoded now but should just larger than shape margin
|
||||
const btScalar MAX_STEP_FRACTION_OF_HALF_HEIGHT = 0.56f;
|
||||
_minStepHeight = DEFAULT_MIN_STEP_HEIGHT;
|
||||
_maxStepHeight = MAX_STEP_FRACTION_OF_HALF_HEIGHT * (_halfHeight + _radius);
|
||||
|
||||
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;
|
||||
}
|
||||
_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;
|
||||
_shapeLocalOffset = minCorner + 0.5f * scale;
|
||||
}
|
||||
|
||||
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;
|
||||
void CharacterController::setCollisionGroup(int16_t group) {
|
||||
if (_collisionGroup != group) {
|
||||
_collisionGroup = group;
|
||||
_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_GROUP;
|
||||
_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::handleChangedCollisionGroup() {
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_GROUP) {
|
||||
// ATM the easiest way to update collision groups is to remove/re-add the RigidBody
|
||||
if (_dynamicsWorld) {
|
||||
_dynamicsWorld->removeRigidBody(_rigidBody);
|
||||
_dynamicsWorld->addRigidBody(_rigidBody, _collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR);
|
||||
}
|
||||
_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_GROUP;
|
||||
|
||||
if (_state != State::Hover && _rigidBody) {
|
||||
_gravity = _collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS ? 0.0f : DEFAULT_CHARACTER_GRAVITY;
|
||||
_rigidBody->setGravity(_gravity * _currentUp);
|
||||
}
|
||||
SET_STATE(State::Hover, "setEnabled");
|
||||
_enabled = enabled;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::updateUpAxis(const glm::quat& rotation) {
|
||||
btVector3 oldUp = _currentUp;
|
||||
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
|
||||
if (_state != State::Hover) {
|
||||
const btScalar MIN_UP_ERROR = 0.01f;
|
||||
if (oldUp.distance(_currentUp) > MIN_UP_ERROR) {
|
||||
_rigidBody->setGravity(DEFAULT_CHARACTER_GRAVITY * _currentUp);
|
||||
}
|
||||
_ghost.setUpDirection(_currentUp);
|
||||
if (_state != State::Hover && _rigidBody) {
|
||||
_rigidBody->setGravity(_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);
|
||||
_rotation = glmToBullet(orientation);
|
||||
_position = glmToBullet(position + orientation * _shapeLocalOffset);
|
||||
}
|
||||
|
||||
void CharacterController::getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
|
||||
if (_enabled && _rigidBody) {
|
||||
if (_rigidBody) {
|
||||
const btTransform& avatarTransform = _rigidBody->getWorldTransform();
|
||||
rotation = bulletToGLM(avatarTransform.getRotation());
|
||||
position = bulletToGLM(avatarTransform.getOrigin()) - rotation * _shapeLocalOffset;
|
||||
|
@ -428,16 +492,18 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
|
|||
btScalar angle = motor.rotation.getAngle();
|
||||
btVector3 velocity = worldVelocity.rotate(axis, -angle);
|
||||
|
||||
if (_state == State::Hover || motor.hTimescale == motor.vTimescale) {
|
||||
if (_collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS ||
|
||||
_state == State::Hover || motor.hTimescale == motor.vTimescale) {
|
||||
// modify velocity
|
||||
btScalar tau = dt / motor.hTimescale;
|
||||
if (tau > 1.0f) {
|
||||
tau = 1.0f;
|
||||
}
|
||||
velocity += (motor.velocity - velocity) * tau;
|
||||
velocity += tau * (motor.velocity - velocity);
|
||||
|
||||
// rotate back into world-frame
|
||||
velocity = velocity.rotate(axis, angle);
|
||||
_targetVelocity += (tau * motor.velocity).rotate(axis, angle);
|
||||
|
||||
// store the velocity and weight
|
||||
velocities.push_back(velocity);
|
||||
|
@ -445,12 +511,32 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
|
|||
} else {
|
||||
// compute local UP
|
||||
btVector3 up = _currentUp.rotate(axis, -angle);
|
||||
btVector3 motorVelocity = motor.velocity;
|
||||
|
||||
// save these non-adjusted components for later
|
||||
btVector3 vTargetVelocity = motorVelocity.dot(up) * up;
|
||||
btVector3 hTargetVelocity = motorVelocity - vTargetVelocity;
|
||||
|
||||
if (_stepHeight > _minStepHeight) {
|
||||
// there is a step --> compute velocity direction to go over step
|
||||
btVector3 motorVelocityWF = motorVelocity.rotate(axis, angle);
|
||||
if (motorVelocityWF.dot(_stepNormal) < 0.0f) {
|
||||
// the motor pushes against step
|
||||
motorVelocityWF = _stepNormal.cross(_stepPoint.cross(motorVelocityWF));
|
||||
btScalar doubleCrossLength2 = motorVelocityWF.length2();
|
||||
if (doubleCrossLength2 > FLT_EPSILON) {
|
||||
// scale the motor in the correct direction and rotate back to motor-frame
|
||||
motorVelocityWF *= (motorVelocity.length() / sqrtf(doubleCrossLength2));
|
||||
_stepUpVelocity += motorVelocityWF.rotate(axis, -angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// split velocity into horizontal and vertical components
|
||||
btVector3 vVelocity = velocity.dot(up) * up;
|
||||
btVector3 hVelocity = velocity - vVelocity;
|
||||
btVector3 vTargetVelocity = motor.velocity.dot(up) * up;
|
||||
btVector3 hTargetVelocity = motor.velocity - vTargetVelocity;
|
||||
btVector3 vMotorVelocity = motorVelocity.dot(up) * up;
|
||||
btVector3 hMotorVelocity = motorVelocity - vMotorVelocity;
|
||||
|
||||
// modify each component separately
|
||||
btScalar maxTau = 0.0f;
|
||||
|
@ -460,7 +546,7 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
|
|||
tau = 1.0f;
|
||||
}
|
||||
maxTau = tau;
|
||||
hVelocity += (hTargetVelocity - hVelocity) * tau;
|
||||
hVelocity += (hMotorVelocity - hVelocity) * tau;
|
||||
}
|
||||
if (motor.vTimescale < MAX_CHARACTER_MOTOR_TIMESCALE) {
|
||||
btScalar tau = dt / motor.vTimescale;
|
||||
|
@ -470,11 +556,12 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
|
|||
if (tau > maxTau) {
|
||||
maxTau = tau;
|
||||
}
|
||||
vVelocity += (vTargetVelocity - vVelocity) * tau;
|
||||
vVelocity += (vMotorVelocity - vVelocity) * tau;
|
||||
}
|
||||
|
||||
// add components back together and rotate into world-frame
|
||||
velocity = (hVelocity + vVelocity).rotate(axis, angle);
|
||||
_targetVelocity += maxTau * (hTargetVelocity + vTargetVelocity).rotate(axis, angle);
|
||||
|
||||
// store velocity and weights
|
||||
velocities.push_back(velocity);
|
||||
|
@ -492,6 +579,8 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
|
|||
velocities.reserve(_motors.size());
|
||||
std::vector<btScalar> weights;
|
||||
weights.reserve(_motors.size());
|
||||
_targetVelocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
_stepUpVelocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
for (int i = 0; i < (int)_motors.size(); ++i) {
|
||||
applyMotor(i, dt, velocity, velocities, weights);
|
||||
}
|
||||
|
@ -507,14 +596,18 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
|
|||
for (size_t i = 0; i < velocities.size(); ++i) {
|
||||
velocity += (weights[i] / totalWeight) * velocities[i];
|
||||
}
|
||||
_targetVelocity /= totalWeight;
|
||||
}
|
||||
if (velocity.length2() < MIN_TARGET_SPEED_SQUARED) {
|
||||
velocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
// 'thrust' is applied at the very end
|
||||
_targetVelocity += dt * _linearAcceleration;
|
||||
velocity += dt * _linearAcceleration;
|
||||
_targetVelocity = velocity;
|
||||
// Note the differences between these two variables:
|
||||
// _targetVelocity = ideal final velocity according to input
|
||||
// velocity = real final velocity after motors are applied to current velocity
|
||||
}
|
||||
|
||||
void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
|
||||
|
@ -523,57 +616,54 @@ void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
|
|||
velocity = bulletToGLM(btVelocity);
|
||||
}
|
||||
|
||||
void CharacterController::preSimulation() {
|
||||
if (_enabled && _dynamicsWorld && _rigidBody) {
|
||||
quint64 now = usecTimestampNow();
|
||||
void CharacterController::updateState() {
|
||||
if (!_dynamicsWorld) {
|
||||
return;
|
||||
}
|
||||
const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
|
||||
const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
|
||||
const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
|
||||
const btScalar MIN_HOVER_HEIGHT = 2.5f;
|
||||
const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
|
||||
|
||||
// slam body to where it is supposed to be
|
||||
_rigidBody->setWorldTransform(_characterBodyTransform);
|
||||
btVector3 velocity = _rigidBody->getLinearVelocity();
|
||||
_preSimulationVelocity = velocity;
|
||||
// scan for distant floor
|
||||
// rayStart is at center of bottom sphere
|
||||
btVector3 rayStart = _position;
|
||||
|
||||
// scan for distant floor
|
||||
// rayStart is at center of bottom sphere
|
||||
btVector3 rayStart = _characterBodyTransform.getOrigin();
|
||||
// rayEnd is straight down MAX_FALL_HEIGHT
|
||||
btScalar rayLength = _radius + MAX_FALL_HEIGHT;
|
||||
btVector3 rayEnd = rayStart - rayLength * _currentUp;
|
||||
|
||||
// rayEnd is straight down MAX_FALL_HEIGHT
|
||||
btScalar rayLength = _radius + MAX_FALL_HEIGHT;
|
||||
btVector3 rayEnd = rayStart - rayLength * _currentUp;
|
||||
|
||||
const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
|
||||
const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
|
||||
const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
|
||||
const btScalar MIN_HOVER_HEIGHT = 2.5f;
|
||||
const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
|
||||
const btScalar MAX_WALKING_SPEED = 2.5f;
|
||||
ClosestNotMe rayCallback(_rigidBody);
|
||||
rayCallback.m_closestHitFraction = 1.0f;
|
||||
_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
|
||||
bool rayHasHit = rayCallback.hasHit();
|
||||
quint64 now = usecTimestampNow();
|
||||
if (rayHasHit) {
|
||||
_rayHitStartTime = now;
|
||||
_floorDistance = rayLength * rayCallback.m_closestHitFraction - (_radius + _halfHeight);
|
||||
} else {
|
||||
const quint64 RAY_HIT_START_PERIOD = 500 * MSECS_PER_SECOND;
|
||||
|
||||
ClosestNotMe rayCallback(_rigidBody);
|
||||
rayCallback.m_closestHitFraction = 1.0f;
|
||||
_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
|
||||
bool rayHasHit = rayCallback.hasHit();
|
||||
if (rayHasHit) {
|
||||
_rayHitStartTime = now;
|
||||
_floorDistance = rayLength * rayCallback.m_closestHitFraction - (_radius + _halfHeight);
|
||||
} else if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
|
||||
if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
|
||||
rayHasHit = true;
|
||||
} else {
|
||||
_floorDistance = FLT_MAX;
|
||||
}
|
||||
}
|
||||
|
||||
// record a time stamp when the jump button was first pressed.
|
||||
if ((_previousFlags & PENDING_FLAG_JUMP) != (_pendingFlags & PENDING_FLAG_JUMP)) {
|
||||
if (_pendingFlags & PENDING_FLAG_JUMP) {
|
||||
_jumpButtonDownStartTime = now;
|
||||
_jumpButtonDownCount++;
|
||||
}
|
||||
// record a time stamp when the jump button was first pressed.
|
||||
bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
|
||||
if ((_previousFlags & PENDING_FLAG_JUMP) != (_pendingFlags & PENDING_FLAG_JUMP)) {
|
||||
if (_pendingFlags & PENDING_FLAG_JUMP) {
|
||||
_jumpButtonDownStartTime = now;
|
||||
_jumpButtonDownCount++;
|
||||
}
|
||||
}
|
||||
|
||||
bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
|
||||
|
||||
btVector3 actualHorizVelocity = velocity - velocity.dot(_currentUp) * _currentUp;
|
||||
bool flyingFast = _state == State::Hover && actualHorizVelocity.length() > (MAX_WALKING_SPEED * 0.75f);
|
||||
btVector3 velocity = _preSimulationVelocity;
|
||||
|
||||
// disable normal state transitions while collisionless
|
||||
if (_collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
|
||||
switch (_state) {
|
||||
case State::Ground:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
|
@ -613,32 +703,47 @@ void CharacterController::preSimulation() {
|
|||
break;
|
||||
}
|
||||
case State::Hover:
|
||||
if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
|
||||
btVector3 actualHorizVelocity = velocity - velocity.dot(_currentUp) * _currentUp;
|
||||
const btScalar MAX_WALKING_SPEED = 2.5f;
|
||||
bool flyingFast = _state == State::Hover && actualHorizVelocity.length() > (MAX_WALKING_SPEED * 0.75f);
|
||||
|
||||
if ((_floorDistance < MIN_HOVER_HEIGHT) &&
|
||||
!(jumpButtonHeld || flyingFast || (now - _jumpButtonDownStartTime) > JUMP_TO_HOVER_PERIOD)) {
|
||||
SET_STATE(State::InAir, "near ground");
|
||||
} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
|
||||
SET_STATE(State::Ground, "touching ground");
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
// in collisionless state switch only between Ground and Hover states
|
||||
if (rayHasHit) {
|
||||
SET_STATE(State::Ground, "collisionless above ground");
|
||||
} else {
|
||||
SET_STATE(State::Hover, "collisionless in air");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::preSimulation() {
|
||||
if (_rigidBody) {
|
||||
// slam body transform and remember velocity
|
||||
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
|
||||
_preSimulationVelocity = _rigidBody->getLinearVelocity();
|
||||
|
||||
updateState();
|
||||
}
|
||||
|
||||
_previousFlags = _pendingFlags;
|
||||
_pendingFlags &= ~PENDING_FLAG_JUMP;
|
||||
|
||||
_followTime = 0.0f;
|
||||
_followLinearDisplacement = btVector3(0, 0, 0);
|
||||
_followAngularDisplacement = btQuaternion::getIdentity();
|
||||
}
|
||||
|
||||
void CharacterController::postSimulation() {
|
||||
// postSimulation() exists for symmetry and just in case we need to do something here later
|
||||
if (_enabled && _dynamicsWorld && _rigidBody) {
|
||||
btVector3 velocity = _rigidBody->getLinearVelocity();
|
||||
_velocityChange = velocity - _preSimulationVelocity;
|
||||
if (_rigidBody) {
|
||||
_velocityChange = _rigidBody->getLinearVelocity() - _preSimulationVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool CharacterController::getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
|
||||
if (!_rigidBody) {
|
||||
return false;
|
||||
|
@ -655,7 +760,10 @@ void CharacterController::setFlyingAllowed(bool value) {
|
|||
_flyingAllowed = value;
|
||||
|
||||
if (!_flyingAllowed && _state == State::Hover) {
|
||||
SET_STATE(State::InAir, "flying not allowed");
|
||||
// disable normal state transitions while collisionless
|
||||
if (_collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
|
||||
SET_STATE(State::InAir, "flying not allowed");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,8 +9,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterControllerInterface_h
|
||||
#define hifi_CharacterControllerInterface_h
|
||||
#ifndef hifi_CharacterController_h
|
||||
#define hifi_CharacterController_h
|
||||
|
||||
#include <assert.h>
|
||||
#include <stdint.h>
|
||||
|
@ -19,12 +19,18 @@
|
|||
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
|
||||
|
||||
#include <GLMHelpers.h>
|
||||
#include <NumericalConstants.h>
|
||||
#include <PhysicsCollisionGroups.h>
|
||||
|
||||
#include "BulletUtil.h"
|
||||
#include "CharacterGhostObject.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 uint32_t PENDING_FLAG_UPDATE_COLLISION_GROUP = 1U << 4;
|
||||
const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f);
|
||||
|
||||
const float DEFAULT_CHARACTER_GRAVITY = -5.0f;
|
||||
|
||||
|
@ -44,7 +50,7 @@ public:
|
|||
|
||||
bool needsRemoval() const;
|
||||
bool needsAddition() const;
|
||||
void setDynamicsWorld(btDynamicsWorld* world);
|
||||
virtual void setDynamicsWorld(btDynamicsWorld* world);
|
||||
btCollisionObject* getCollisionObject() { return _rigidBody; }
|
||||
|
||||
virtual void updateShapeIfNecessary() = 0;
|
||||
|
@ -56,10 +62,7 @@ public:
|
|||
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 updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) override;
|
||||
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
|
||||
|
@ -69,6 +72,7 @@ public:
|
|||
void clearMotors();
|
||||
void addMotor(const glm::vec3& velocity, const glm::quat& rotation, float horizTimescale, float vertTimescale = -1.0f);
|
||||
void applyMotor(int index, btScalar dt, btVector3& worldVelocity, std::vector<btVector3>& velocities, std::vector<btScalar>& weights);
|
||||
void setStepUpEnabled(bool enabled) { _stepUpEnabled = enabled; }
|
||||
void computeNewVelocity(btScalar dt, btVector3& velocity);
|
||||
void computeNewVelocity(btScalar dt, glm::vec3& velocity);
|
||||
|
||||
|
@ -103,12 +107,15 @@ public:
|
|||
};
|
||||
|
||||
State getState() const { return _state; }
|
||||
void updateState();
|
||||
|
||||
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
|
||||
void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
|
||||
|
||||
bool isEnabled() const { return _enabled; } // thread-safe
|
||||
void setEnabled(bool enabled);
|
||||
bool isEnabledAndReady() const { return _enabled && _dynamicsWorld; }
|
||||
bool isEnabledAndReady() const { return _dynamicsWorld; }
|
||||
|
||||
void setCollisionGroup(int16_t group);
|
||||
int16_t getCollisionGroup() const { return _collisionGroup; }
|
||||
void handleChangedCollisionGroup();
|
||||
|
||||
bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
|
||||
|
||||
|
@ -123,7 +130,7 @@ protected:
|
|||
#endif
|
||||
|
||||
void updateUpAxis(const glm::quat& rotation);
|
||||
bool checkForSupport(btCollisionWorld* collisionWorld) const;
|
||||
bool checkForSupport(btCollisionWorld* collisionWorld);
|
||||
|
||||
protected:
|
||||
struct CharacterMotor {
|
||||
|
@ -136,6 +143,7 @@ protected:
|
|||
};
|
||||
|
||||
std::vector<CharacterMotor> _motors;
|
||||
CharacterGhostObject _ghost;
|
||||
btVector3 _currentUp;
|
||||
btVector3 _targetVelocity;
|
||||
btVector3 _parentVelocity;
|
||||
|
@ -144,6 +152,8 @@ protected:
|
|||
btTransform _followDesiredBodyTransform;
|
||||
btScalar _followTimeRemaining;
|
||||
btTransform _characterBodyTransform;
|
||||
btVector3 _position;
|
||||
btQuaternion _rotation;
|
||||
|
||||
glm::vec3 _shapeLocalOffset;
|
||||
|
||||
|
@ -155,13 +165,23 @@ protected:
|
|||
quint32 _jumpButtonDownCount;
|
||||
quint32 _takeoffJumpButtonID;
|
||||
|
||||
btScalar _halfHeight;
|
||||
btScalar _radius;
|
||||
// data for walking up steps
|
||||
btVector3 _stepPoint { 0.0f, 0.0f, 0.0f };
|
||||
btVector3 _stepNormal { 0.0f, 0.0f, 0.0f };
|
||||
btVector3 _stepUpVelocity { 0.0f, 0.0f, 0.0f };
|
||||
btScalar _stepHeight { 0.0f };
|
||||
btScalar _minStepHeight { 0.0f };
|
||||
btScalar _maxStepHeight { 0.0f };
|
||||
btScalar _minFloorNormalDotUp { DEFAULT_MIN_FLOOR_NORMAL_DOT_UP };
|
||||
|
||||
btScalar _halfHeight { 0.0f };
|
||||
btScalar _radius { 0.0f };
|
||||
|
||||
btScalar _floorDistance;
|
||||
bool _stepUpEnabled { true };
|
||||
bool _hasSupport;
|
||||
|
||||
btScalar _gravity;
|
||||
btScalar _gravity { DEFAULT_CHARACTER_GRAVITY };
|
||||
|
||||
btScalar _jumpSpeed;
|
||||
btScalar _followTime;
|
||||
|
@ -169,7 +189,6 @@ protected:
|
|||
btQuaternion _followAngularDisplacement;
|
||||
btVector3 _linearAcceleration;
|
||||
|
||||
std::atomic_bool _enabled;
|
||||
State _state;
|
||||
bool _isPushingUp;
|
||||
|
||||
|
@ -179,6 +198,7 @@ protected:
|
|||
uint32_t _previousFlags { 0 };
|
||||
|
||||
bool _flyingAllowed { true };
|
||||
int16_t _collisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterControllerInterface_h
|
||||
#endif // hifi_CharacterController_h
|
||||
|
|
415
libraries/physics/src/CharacterGhostObject.cpp
Executable file
415
libraries/physics/src/CharacterGhostObject.cpp
Executable file
|
@ -0,0 +1,415 @@
|
|||
//
|
||||
// CharacterGhostObject.cpp
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.08.26
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "CharacterGhostObject.h"
|
||||
|
||||
#include <stdint.h>
|
||||
#include <assert.h>
|
||||
|
||||
#include <PhysicsHelpers.h>
|
||||
|
||||
#include "CharacterRayResult.h"
|
||||
#include "CharacterGhostShape.h"
|
||||
|
||||
|
||||
CharacterGhostObject::~CharacterGhostObject() {
|
||||
removeFromWorld();
|
||||
if (_ghostShape) {
|
||||
delete _ghostShape;
|
||||
_ghostShape = nullptr;
|
||||
setCollisionShape(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setCollisionGroupAndMask(int16_t group, int16_t mask) {
|
||||
_collisionFilterGroup = group;
|
||||
_collisionFilterMask = mask;
|
||||
// TODO: if this probe is in the world reset ghostObject overlap cache
|
||||
}
|
||||
|
||||
void CharacterGhostObject::getCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
|
||||
group = _collisionFilterGroup;
|
||||
mask = _collisionFilterMask;
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight) {
|
||||
_radius = radius;
|
||||
_halfHeight = halfHeight;
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setUpDirection(const btVector3& up) {
|
||||
btScalar length = up.length();
|
||||
if (length > FLT_EPSILON) {
|
||||
_upDirection /= length;
|
||||
} else {
|
||||
_upDirection = btVector3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setMotorVelocity(const btVector3& velocity) {
|
||||
_motorVelocity = velocity;
|
||||
if (_motorOnly) {
|
||||
_linearVelocity = _motorVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
// override of btCollisionObject::setCollisionShape()
|
||||
void CharacterGhostObject::setCharacterShape(btConvexHullShape* shape) {
|
||||
assert(shape);
|
||||
// we create our own shape with an expanded Aabb for more reliable sweep tests
|
||||
if (_ghostShape) {
|
||||
delete _ghostShape;
|
||||
}
|
||||
|
||||
_ghostShape = new CharacterGhostShape(static_cast<const btConvexHullShape*>(shape));
|
||||
setCollisionShape(_ghostShape);
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setCollisionWorld(btCollisionWorld* world) {
|
||||
if (world != _world) {
|
||||
removeFromWorld();
|
||||
_world = world;
|
||||
addToWorld();
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::move(btScalar dt, btScalar overshoot, btScalar gravity) {
|
||||
bool oldOnFloor = _onFloor;
|
||||
_onFloor = false;
|
||||
_steppingUp = false;
|
||||
assert(_world && _inWorld);
|
||||
updateVelocity(dt, gravity);
|
||||
|
||||
// resolve any penetrations before sweeping
|
||||
int32_t MAX_LOOPS = 4;
|
||||
int32_t numExtractions = 0;
|
||||
btVector3 totalPosition(0.0f, 0.0f, 0.0f);
|
||||
while (numExtractions < MAX_LOOPS) {
|
||||
if (resolvePenetration(numExtractions)) {
|
||||
numExtractions = 0;
|
||||
break;
|
||||
}
|
||||
totalPosition += getWorldTransform().getOrigin();
|
||||
++numExtractions;
|
||||
}
|
||||
if (numExtractions > 1) {
|
||||
// penetration resolution was probably oscillating between opposing objects
|
||||
// so we use the average of the solutions
|
||||
totalPosition /= btScalar(numExtractions);
|
||||
btTransform transform = getWorldTransform();
|
||||
transform.setOrigin(totalPosition);
|
||||
setWorldTransform(transform);
|
||||
|
||||
// TODO: figure out how to untrap character
|
||||
}
|
||||
btTransform startTransform = getWorldTransform();
|
||||
btVector3 startPosition = startTransform.getOrigin();
|
||||
if (_onFloor) {
|
||||
// resolvePenetration() pushed the avatar out of a floor so
|
||||
// we must updateTraction() before using _linearVelocity
|
||||
updateTraction(startPosition);
|
||||
}
|
||||
|
||||
btScalar speed = _linearVelocity.length();
|
||||
btVector3 forwardSweep = dt * _linearVelocity;
|
||||
btScalar stepDistance = dt * speed;
|
||||
btScalar MIN_SWEEP_DISTANCE = 0.0001f;
|
||||
if (stepDistance < MIN_SWEEP_DISTANCE) {
|
||||
// not moving, no need to sweep
|
||||
updateTraction(startPosition);
|
||||
return;
|
||||
}
|
||||
|
||||
// augment forwardSweep to help slow moving sweeps get over steppable ledges
|
||||
const btScalar MIN_OVERSHOOT = 0.04f; // default margin
|
||||
if (overshoot < MIN_OVERSHOOT) {
|
||||
overshoot = MIN_OVERSHOOT;
|
||||
}
|
||||
btScalar longSweepDistance = stepDistance + overshoot;
|
||||
forwardSweep *= longSweepDistance / stepDistance;
|
||||
|
||||
// step forward
|
||||
CharacterSweepResult result(this);
|
||||
btTransform nextTransform = startTransform;
|
||||
nextTransform.setOrigin(startPosition + forwardSweep);
|
||||
sweepTest(_characterShape, startTransform, nextTransform, result); // forward
|
||||
|
||||
if (!result.hasHit()) {
|
||||
nextTransform.setOrigin(startPosition + (stepDistance / longSweepDistance) * forwardSweep);
|
||||
setWorldTransform(nextTransform);
|
||||
updateTraction(nextTransform.getOrigin());
|
||||
return;
|
||||
}
|
||||
bool verticalOnly = btFabs(btFabs(_linearVelocity.dot(_upDirection)) - speed) < MIN_OVERSHOOT;
|
||||
if (verticalOnly) {
|
||||
// no need to step
|
||||
nextTransform.setOrigin(startPosition + (result.m_closestHitFraction * stepDistance / longSweepDistance) * forwardSweep);
|
||||
setWorldTransform(nextTransform);
|
||||
|
||||
if (result.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent) {
|
||||
_floorNormal = result.m_hitNormalWorld;
|
||||
_floorContact = result.m_hitPointWorld;
|
||||
_steppingUp = false;
|
||||
_onFloor = true;
|
||||
_hovering = false;
|
||||
}
|
||||
updateTraction(nextTransform.getOrigin());
|
||||
return;
|
||||
}
|
||||
|
||||
// check if this hit is obviously unsteppable
|
||||
btVector3 hitFromBase = result.m_hitPointWorld - (startPosition - ((_radius + _halfHeight) * _upDirection));
|
||||
btScalar hitHeight = hitFromBase.dot(_upDirection);
|
||||
if (hitHeight > _maxStepHeight) {
|
||||
// shape can't step over the obstacle so move forward as much as possible before we bail
|
||||
btVector3 forwardTranslation = result.m_closestHitFraction * forwardSweep;
|
||||
btScalar forwardDistance = forwardTranslation.length();
|
||||
if (forwardDistance > stepDistance) {
|
||||
forwardTranslation *= stepDistance / forwardDistance;
|
||||
}
|
||||
nextTransform.setOrigin(startPosition + forwardTranslation);
|
||||
setWorldTransform(nextTransform);
|
||||
_onFloor = _onFloor || oldOnFloor;
|
||||
return;
|
||||
}
|
||||
// if we get here then we hit something that might be steppable
|
||||
|
||||
// remember the forward sweep hit fraction for later
|
||||
btScalar forwardSweepHitFraction = result.m_closestHitFraction;
|
||||
|
||||
// figure out how high we can step up
|
||||
btScalar availableStepHeight = measureAvailableStepHeight();
|
||||
|
||||
// raise by availableStepHeight before sweeping forward
|
||||
result.resetHitHistory();
|
||||
startTransform.setOrigin(startPosition + availableStepHeight * _upDirection);
|
||||
nextTransform.setOrigin(startTransform.getOrigin() + forwardSweep);
|
||||
sweepTest(_characterShape, startTransform, nextTransform, result);
|
||||
if (result.hasHit()) {
|
||||
startTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * forwardSweep);
|
||||
} else {
|
||||
startTransform = nextTransform;
|
||||
}
|
||||
|
||||
// sweep down in search of future landing spot
|
||||
result.resetHitHistory();
|
||||
btVector3 downSweep = (- availableStepHeight) * _upDirection;
|
||||
nextTransform.setOrigin(startTransform.getOrigin() + downSweep);
|
||||
sweepTest(_characterShape, startTransform, nextTransform, result);
|
||||
if (result.hasHit() && result.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent) {
|
||||
// can stand on future landing spot, so we interpolate toward it
|
||||
_floorNormal = result.m_hitNormalWorld;
|
||||
_floorContact = result.m_hitPointWorld;
|
||||
_steppingUp = true;
|
||||
_onFloor = true;
|
||||
_hovering = false;
|
||||
nextTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * downSweep);
|
||||
btVector3 totalStep = nextTransform.getOrigin() - startPosition;
|
||||
nextTransform.setOrigin(startPosition + (stepDistance / totalStep.length()) * totalStep);
|
||||
updateTraction(nextTransform.getOrigin());
|
||||
} else {
|
||||
// either there is no future landing spot, or there is but we can't stand on it
|
||||
// in any case: we go forward as much as possible
|
||||
nextTransform.setOrigin(startPosition + forwardSweepHitFraction * (stepDistance / longSweepDistance) * forwardSweep);
|
||||
_onFloor = _onFloor || oldOnFloor;
|
||||
updateTraction(nextTransform.getOrigin());
|
||||
}
|
||||
setWorldTransform(nextTransform);
|
||||
}
|
||||
|
||||
bool CharacterGhostObject::sweepTest(
|
||||
const btConvexShape* shape,
|
||||
const btTransform& start,
|
||||
const btTransform& end,
|
||||
CharacterSweepResult& result) const {
|
||||
if (_world && _inWorld) {
|
||||
assert(shape);
|
||||
btScalar allowedPenetration = _world->getDispatchInfo().m_allowedCcdPenetration;
|
||||
convexSweepTest(shape, start, end, result, allowedPenetration);
|
||||
return result.hasHit();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CharacterGhostObject::rayTest(const btVector3& start,
|
||||
const btVector3& end,
|
||||
CharacterRayResult& result) const {
|
||||
if (_world && _inWorld) {
|
||||
_world->rayTest(start, end, result);
|
||||
}
|
||||
return result.hasHit();
|
||||
}
|
||||
|
||||
void CharacterGhostObject::measurePenetration(btVector3& minBoxOut, btVector3& maxBoxOut) {
|
||||
// minBoxOut and maxBoxOut will be updated with penetration envelope.
|
||||
// If one of the corner points is <0,0,0> then the penetration is resolvable in a single step,
|
||||
// but if the space spanned by the two corners extends in both directions along at least one
|
||||
// component then we the object is sandwiched between two opposing objects.
|
||||
|
||||
// We assume this object has just been moved to its current location, or else objects have been
|
||||
// moved around it since the last step so we must update the overlapping pairs.
|
||||
refreshOverlappingPairCache();
|
||||
|
||||
// compute collision details
|
||||
btHashedOverlappingPairCache* pairCache = getOverlappingPairCache();
|
||||
_world->getDispatcher()->dispatchAllCollisionPairs(pairCache, _world->getDispatchInfo(), _world->getDispatcher());
|
||||
|
||||
// loop over contact manifolds to compute the penetration box
|
||||
minBoxOut = btVector3(0.0f, 0.0f, 0.0f);
|
||||
maxBoxOut = btVector3(0.0f, 0.0f, 0.0f);
|
||||
btManifoldArray manifoldArray;
|
||||
|
||||
int numPairs = pairCache->getNumOverlappingPairs();
|
||||
for (int i = 0; i < numPairs; i++) {
|
||||
manifoldArray.resize(0);
|
||||
btBroadphasePair* collisionPair = &(pairCache->getOverlappingPairArray()[i]);
|
||||
|
||||
btCollisionObject* obj0 = static_cast<btCollisionObject*>(collisionPair->m_pProxy0->m_clientObject);
|
||||
btCollisionObject* obj1 = static_cast<btCollisionObject*>(collisionPair->m_pProxy1->m_clientObject);
|
||||
|
||||
if ((obj0 && !obj0->hasContactResponse()) && (obj1 && !obj1->hasContactResponse())) {
|
||||
// we know this probe has no contact response
|
||||
// but neither does the other object so skip this manifold
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!collisionPair->m_algorithm) {
|
||||
// null m_algorithm means the two shape types don't know how to collide!
|
||||
// shouldn't fall in here but just in case
|
||||
continue;
|
||||
}
|
||||
|
||||
btScalar mostFloorPenetration = 0.0f;
|
||||
collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
|
||||
for (int j = 0; j < manifoldArray.size(); j++) {
|
||||
btPersistentManifold* manifold = manifoldArray[j];
|
||||
btScalar directionSign = (manifold->getBody0() == this) ? btScalar(1.0) : btScalar(-1.0);
|
||||
for (int p = 0; p < manifold->getNumContacts(); p++) {
|
||||
const btManifoldPoint& pt = manifold->getContactPoint(p);
|
||||
if (pt.getDistance() > 0.0f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// normal always points from object to character
|
||||
btVector3 normal = directionSign * pt.m_normalWorldOnB;
|
||||
|
||||
btScalar penetrationDepth = pt.getDistance();
|
||||
if (penetrationDepth < mostFloorPenetration) { // remember penetrationDepth is negative
|
||||
btScalar normalDotUp = normal.dot(_upDirection);
|
||||
if (normalDotUp > _maxWallNormalUpComponent) {
|
||||
mostFloorPenetration = penetrationDepth;
|
||||
_floorNormal = normal;
|
||||
if (directionSign > 0.0f) {
|
||||
_floorContact = pt.m_positionWorldOnA;
|
||||
} else {
|
||||
_floorContact = pt.m_positionWorldOnB;
|
||||
}
|
||||
_onFloor = true;
|
||||
}
|
||||
}
|
||||
|
||||
btVector3 penetration = (-penetrationDepth) * normal;
|
||||
minBoxOut.setMin(penetration);
|
||||
maxBoxOut.setMax(penetration);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::refreshOverlappingPairCache() {
|
||||
assert(_world && _inWorld);
|
||||
btVector3 minAabb, maxAabb;
|
||||
getCollisionShape()->getAabb(getWorldTransform(), minAabb, maxAabb);
|
||||
// this updates both pairCaches: world broadphase and ghostobject
|
||||
_world->getBroadphase()->setAabb(getBroadphaseHandle(), minAabb, maxAabb, _world->getDispatcher());
|
||||
}
|
||||
|
||||
void CharacterGhostObject::removeFromWorld() {
|
||||
if (_world && _inWorld) {
|
||||
_world->removeCollisionObject(this);
|
||||
_inWorld = false;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::addToWorld() {
|
||||
if (_world && !_inWorld) {
|
||||
assert(getCollisionShape());
|
||||
setCollisionFlags(getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
|
||||
_world->addCollisionObject(this, _collisionFilterGroup, _collisionFilterMask);
|
||||
_inWorld = true;
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterGhostObject::resolvePenetration(int numTries) {
|
||||
btVector3 minBox, maxBox;
|
||||
measurePenetration(minBox, maxBox);
|
||||
btVector3 restore = maxBox + minBox;
|
||||
if (restore.length2() > 0.0f) {
|
||||
btTransform transform = getWorldTransform();
|
||||
transform.setOrigin(transform.getOrigin() + restore);
|
||||
setWorldTransform(transform);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateVelocity(btScalar dt, btScalar gravity) {
|
||||
if (!_motorOnly) {
|
||||
if (_hovering) {
|
||||
_linearVelocity *= 0.999f; // HACK damping
|
||||
} else {
|
||||
_linearVelocity += (dt * gravity) * _upDirection;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateHoverState(const btVector3& position) {
|
||||
if (_onFloor) {
|
||||
_hovering = false;
|
||||
} else {
|
||||
// cast a ray down looking for floor support
|
||||
CharacterRayResult rayResult(this);
|
||||
btScalar distanceToFeet = _radius + _halfHeight;
|
||||
btScalar slop = 2.0f * getCollisionShape()->getMargin(); // slop to help ray start OUTSIDE the floor object
|
||||
btVector3 startPos = position - ((distanceToFeet - slop) * _upDirection);
|
||||
btVector3 endPos = startPos - (2.0f * distanceToFeet) * _upDirection;
|
||||
rayTest(startPos, endPos, rayResult);
|
||||
// we're hovering if the ray didn't hit anything or hit unstandable slope
|
||||
_hovering = !rayResult.hasHit() || rayResult.m_hitNormalWorld.dot(_upDirection) < _maxWallNormalUpComponent;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateTraction(const btVector3& position) {
|
||||
updateHoverState(position);
|
||||
if (_hovering || _motorOnly) {
|
||||
_linearVelocity = _motorVelocity;
|
||||
} else if (_onFloor) {
|
||||
// compute a velocity that swings the shape around the _floorContact
|
||||
btVector3 leverArm = _floorContact - position;
|
||||
btVector3 pathDirection = leverArm.cross(_motorVelocity.cross(leverArm));
|
||||
btScalar pathLength = pathDirection.length();
|
||||
if (pathLength > FLT_EPSILON) {
|
||||
_linearVelocity = (_motorVelocity.length() / pathLength) * pathDirection;
|
||||
} else {
|
||||
_linearVelocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
btScalar CharacterGhostObject::measureAvailableStepHeight() const {
|
||||
CharacterSweepResult result(this);
|
||||
btTransform transform = getWorldTransform();
|
||||
btTransform nextTransform = transform;
|
||||
nextTransform.setOrigin(transform.getOrigin() + _maxStepHeight * _upDirection);
|
||||
sweepTest(_characterShape, transform, nextTransform, result);
|
||||
return result.m_closestHitFraction * _maxStepHeight;
|
||||
}
|
||||
|
103
libraries/physics/src/CharacterGhostObject.h
Executable file
103
libraries/physics/src/CharacterGhostObject.h
Executable file
|
@ -0,0 +1,103 @@
|
|||
//
|
||||
// CharacterGhostObject.h
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.08.26
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterGhostObject_h
|
||||
#define hifi_CharacterGhostObject_h
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
|
||||
#include <stdint.h>
|
||||
|
||||
#include "CharacterSweepResult.h"
|
||||
#include "CharacterRayResult.h"
|
||||
|
||||
class CharacterGhostShape;
|
||||
|
||||
class CharacterGhostObject : public btPairCachingGhostObject {
|
||||
public:
|
||||
CharacterGhostObject() { }
|
||||
~CharacterGhostObject();
|
||||
|
||||
void setCollisionGroupAndMask(int16_t group, int16_t mask);
|
||||
void getCollisionGroupAndMask(int16_t& group, int16_t& mask) const;
|
||||
|
||||
void setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight);
|
||||
void setUpDirection(const btVector3& up);
|
||||
void setMotorVelocity(const btVector3& velocity);
|
||||
void setMinWallAngle(btScalar angle) { _maxWallNormalUpComponent = cosf(angle); }
|
||||
void setMaxStepHeight(btScalar height) { _maxStepHeight = height; }
|
||||
|
||||
void setLinearVelocity(const btVector3& velocity) { _linearVelocity = velocity; }
|
||||
const btVector3& getLinearVelocity() const { return _linearVelocity; }
|
||||
|
||||
void setCharacterShape(btConvexHullShape* shape);
|
||||
|
||||
void setCollisionWorld(btCollisionWorld* world);
|
||||
|
||||
void move(btScalar dt, btScalar overshoot, btScalar gravity);
|
||||
|
||||
bool sweepTest(const btConvexShape* shape,
|
||||
const btTransform& start,
|
||||
const btTransform& end,
|
||||
CharacterSweepResult& result) const;
|
||||
|
||||
bool rayTest(const btVector3& start,
|
||||
const btVector3& end,
|
||||
CharacterRayResult& result) const;
|
||||
|
||||
bool isHovering() const { return _hovering; }
|
||||
void setHovering(bool hovering) { _hovering = hovering; }
|
||||
void setMotorOnly(bool motorOnly) { _motorOnly = motorOnly; }
|
||||
|
||||
bool hasSupport() const { return _onFloor; }
|
||||
bool isSteppingUp() const { return _steppingUp; }
|
||||
const btVector3& getFloorNormal() const { return _floorNormal; }
|
||||
|
||||
void measurePenetration(btVector3& minBoxOut, btVector3& maxBoxOut);
|
||||
void refreshOverlappingPairCache();
|
||||
|
||||
protected:
|
||||
void removeFromWorld();
|
||||
void addToWorld();
|
||||
|
||||
bool resolvePenetration(int numTries);
|
||||
void updateVelocity(btScalar dt, btScalar gravity);
|
||||
void updateTraction(const btVector3& position);
|
||||
btScalar measureAvailableStepHeight() const;
|
||||
void updateHoverState(const btVector3& position);
|
||||
|
||||
protected:
|
||||
btVector3 _upDirection { 0.0f, 1.0f, 0.0f }; // input, up in world-frame
|
||||
btVector3 _motorVelocity { 0.0f, 0.0f, 0.0f }; // input, velocity character is trying to achieve
|
||||
btVector3 _linearVelocity { 0.0f, 0.0f, 0.0f }; // internal, actual character velocity
|
||||
btVector3 _floorNormal { 0.0f, 0.0f, 0.0f }; // internal, probable floor normal
|
||||
btVector3 _floorContact { 0.0f, 0.0f, 0.0f }; // internal, last floor contact point
|
||||
btCollisionWorld* _world { nullptr }; // input, pointer to world
|
||||
//btScalar _distanceToFeet { 0.0f }; // input, distance from object center to lowest point on shape
|
||||
btScalar _halfHeight { 0.0f };
|
||||
btScalar _radius { 0.0f };
|
||||
btScalar _maxWallNormalUpComponent { 0.0f }; // input: max vertical component of wall normal
|
||||
btScalar _maxStepHeight { 0.0f }; // input, max step height the character can climb
|
||||
btConvexHullShape* _characterShape { nullptr }; // input, shape of character
|
||||
CharacterGhostShape* _ghostShape { nullptr }; // internal, shape whose Aabb is used for overlap cache
|
||||
int16_t _collisionFilterGroup { 0 };
|
||||
int16_t _collisionFilterMask { 0 };
|
||||
bool _inWorld { false }; // internal, was added to world
|
||||
bool _hovering { false }; // internal,
|
||||
bool _onFloor { false }; // output, is actually standing on floor
|
||||
bool _steppingUp { false }; // output, future sweep hit a steppable ledge
|
||||
bool _hasFloor { false }; // output, has floor underneath to fall on
|
||||
bool _motorOnly { false }; // input, _linearVelocity slaves to _motorVelocity
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterGhostObject_h
|
31
libraries/physics/src/CharacterGhostShape.cpp
Normal file
31
libraries/physics/src/CharacterGhostShape.cpp
Normal file
|
@ -0,0 +1,31 @@
|
|||
//
|
||||
// CharacterGhostShape.cpp
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.14
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "CharacterGhostShape.h"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
|
||||
CharacterGhostShape::CharacterGhostShape(const btConvexHullShape* shape) :
|
||||
btConvexHullShape(reinterpret_cast<const btScalar*>(shape->getUnscaledPoints()), shape->getNumPoints(), sizeof(btVector3)) {
|
||||
assert(shape);
|
||||
assert(shape->getUnscaledPoints());
|
||||
assert(shape->getNumPoints() > 0);
|
||||
setMargin(shape->getMargin());
|
||||
}
|
||||
|
||||
void CharacterGhostShape::getAabb (const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const {
|
||||
btConvexHullShape::getAabb(t, aabbMin, aabbMax);
|
||||
// double the size of the Aabb by expanding both corners by half the extent
|
||||
btVector3 expansion = 0.5f * (aabbMax - aabbMin);
|
||||
aabbMin -= expansion;
|
||||
aabbMax += expansion;
|
||||
}
|
25
libraries/physics/src/CharacterGhostShape.h
Normal file
25
libraries/physics/src/CharacterGhostShape.h
Normal file
|
@ -0,0 +1,25 @@
|
|||
//
|
||||
// CharacterGhostShape.h
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.14
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterGhostShape_h
|
||||
#define hifi_CharacterGhostShape_h
|
||||
|
||||
#include <BulletCollision/CollisionShapes/btConvexHullShape.h>
|
||||
|
||||
class CharacterGhostShape : public btConvexHullShape {
|
||||
// Same as btConvexHullShape but reports an expanded Aabb for larger ghost overlap cache
|
||||
public:
|
||||
CharacterGhostShape(const btConvexHullShape* shape);
|
||||
|
||||
virtual void getAabb (const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const override;
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterGhostShape_h
|
31
libraries/physics/src/CharacterRayResult.cpp
Executable file
31
libraries/physics/src/CharacterRayResult.cpp
Executable file
|
@ -0,0 +1,31 @@
|
|||
//
|
||||
// CharaterRayResult.cpp
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.05
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "CharacterRayResult.h"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include "CharacterGhostObject.h"
|
||||
|
||||
CharacterRayResult::CharacterRayResult (const CharacterGhostObject* character) :
|
||||
btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)),
|
||||
_character(character)
|
||||
{
|
||||
assert(_character);
|
||||
_character->getCollisionGroupAndMask(m_collisionFilterGroup, m_collisionFilterMask);
|
||||
}
|
||||
|
||||
btScalar CharacterRayResult::addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) {
|
||||
if (rayResult.m_collisionObject == _character) {
|
||||
return 1.0f;
|
||||
}
|
||||
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
|
||||
}
|
44
libraries/physics/src/CharacterRayResult.h
Normal file
44
libraries/physics/src/CharacterRayResult.h
Normal file
|
@ -0,0 +1,44 @@
|
|||
//
|
||||
// CharaterRayResult.h
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.05
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterRayResult_h
|
||||
#define hifi_CharacterRayResult_h
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
|
||||
|
||||
class CharacterGhostObject;
|
||||
|
||||
class CharacterRayResult : public btCollisionWorld::ClosestRayResultCallback {
|
||||
public:
|
||||
CharacterRayResult (const CharacterGhostObject* character);
|
||||
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) override;
|
||||
|
||||
protected:
|
||||
const CharacterGhostObject* _character;
|
||||
|
||||
// Note: Public data members inherited from ClosestRayResultCallback
|
||||
//
|
||||
// btVector3 m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
|
||||
// btVector3 m_rayToWorld;
|
||||
// btVector3 m_hitNormalWorld;
|
||||
// btVector3 m_hitPointWorld;
|
||||
//
|
||||
// Note: Public data members inherited from RayResultCallback
|
||||
//
|
||||
// btScalar m_closestHitFraction;
|
||||
// const btCollisionObject* m_collisionObject;
|
||||
// short int m_collisionFilterGroup;
|
||||
// short int m_collisionFilterMask;
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterRayResult_h
|
42
libraries/physics/src/CharacterSweepResult.cpp
Executable file
42
libraries/physics/src/CharacterSweepResult.cpp
Executable file
|
@ -0,0 +1,42 @@
|
|||
//
|
||||
// CharaterSweepResult.cpp
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.01
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "CharacterSweepResult.h"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include "CharacterGhostObject.h"
|
||||
|
||||
CharacterSweepResult::CharacterSweepResult(const CharacterGhostObject* character)
|
||||
: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)),
|
||||
_character(character)
|
||||
{
|
||||
// set collision group and mask to match _character
|
||||
assert(_character);
|
||||
_character->getCollisionGroupAndMask(m_collisionFilterGroup, m_collisionFilterMask);
|
||||
}
|
||||
|
||||
btScalar CharacterSweepResult::addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool useWorldFrame) {
|
||||
// skip objects that we shouldn't collide with
|
||||
if (!convexResult.m_hitCollisionObject->hasContactResponse()) {
|
||||
return btScalar(1.0);
|
||||
}
|
||||
if (convexResult.m_hitCollisionObject == _character) {
|
||||
return btScalar(1.0);
|
||||
}
|
||||
|
||||
return ClosestConvexResultCallback::addSingleResult(convexResult, useWorldFrame);
|
||||
}
|
||||
|
||||
void CharacterSweepResult::resetHitHistory() {
|
||||
m_hitCollisionObject = nullptr;
|
||||
m_closestHitFraction = btScalar(1.0f);
|
||||
}
|
45
libraries/physics/src/CharacterSweepResult.h
Normal file
45
libraries/physics/src/CharacterSweepResult.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
//
|
||||
// CharaterSweepResult.h
|
||||
// libraries/physics/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.01
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterSweepResult_h
|
||||
#define hifi_CharacterSweepResult_h
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
|
||||
|
||||
|
||||
class CharacterGhostObject;
|
||||
|
||||
class CharacterSweepResult : public btCollisionWorld::ClosestConvexResultCallback {
|
||||
public:
|
||||
CharacterSweepResult(const CharacterGhostObject* character);
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool useWorldFrame) override;
|
||||
void resetHitHistory();
|
||||
protected:
|
||||
const CharacterGhostObject* _character;
|
||||
|
||||
// NOTE: Public data members inherited from ClosestConvexResultCallback:
|
||||
//
|
||||
// btVector3 m_convexFromWorld; // unused except by btClosestNotMeConvexResultCallback
|
||||
// btVector3 m_convexToWorld; // unused except by btClosestNotMeConvexResultCallback
|
||||
// btVector3 m_hitNormalWorld;
|
||||
// btVector3 m_hitPointWorld;
|
||||
// const btCollisionObject* m_hitCollisionObject;
|
||||
//
|
||||
// NOTE: Public data members inherited from ConvexResultCallback:
|
||||
//
|
||||
// btScalar m_closestHitFraction;
|
||||
// short int m_collisionFilterGroup;
|
||||
// short int m_collisionFilterMask;
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterSweepResult_h
|
Loading…
Reference in a new issue