hook into location changes

This commit is contained in:
howard-stearns 2017-05-30 14:59:19 -07:00
parent fe351f8ea2
commit 07ea2e271b
2 changed files with 28 additions and 12 deletions

View file

@ -435,6 +435,11 @@ void MyAvatar::update(float deltaTime) {
// so we update now. It's ok if it updates again in the normal way.
updateSensorToWorldMatrix();
emit positionGoneTo();
_physicsSafetyPending = true;
}
if (_physicsSafetyPending && qApp->isPhysicsEnabled()) {
_physicsSafetyPending = false;
safeLanding(_goToPosition); // no-op if already safe
}
Head* head = getHead();
@ -2244,22 +2249,30 @@ bool MyAvatar::safeLanding(const glm::vec3& position) {
QMetaObject::invokeMethod(this, "safeLanding", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, result), Q_ARG(const glm::vec3&, position));
return result;
}
glm::vec3 better;
if (requiresSafeLanding(position, better)) {
qDebug() << "rechecking" << position << " => " << better << " collisions:" << getCollisionsEnabled() << " physics:" << qApp->isPhysicsEnabled();
if (!getCollisionsEnabled()) {
goToLocation(better); // recurses
} else { // If you try to go while stuck, physics will keep you stuck.
setCollisionsEnabled(false);
// Don't goToLocation just yet. Yield so that physics can act on the above.
QMetaObject::invokeMethod(this, "goToLocationAndEnableCollisions", Qt::QueuedConnection, // The equivalent of javascript nextTick
Q_ARG(glm::vec3, better)); // I.e., capsuleCenter - offset
}
return true;
}
return false;
}
bool MyAvatar::requiresSafeLanding(const glm::vec3& position, glm::vec3& betterPosition) {
const auto offset = getOrientation() *_characterController.getCapsuleLocalOffset();
const auto capsuleCenter = position + offset;
// We could repeat this whole test for each of the four corners of our bounding box, in case the surface is uneven. However:
// 1) This is only meant to cover the most important cases, and even the four corners won't handle random spikes in the surfaces or avatar.
// 2) My feeling is that this code is already at the limit of what can realistically be reviewed and maintained.
auto direct = [&](const char* label) { // position is good to go, or at least, we cannot do better
//qDebug() << "Already safe" << label << position;
if (!getCollisionsEnabled()) {
goToLocation(position);
} else { // If you try to go while stuck, physics will keep you stuck.
setCollisionsEnabled(false);
// Don't goToLocation just yet. Yield so that physics can act on the above.
QMetaObject::invokeMethod(this, "goToLocationAndEnableCollisions", Qt::QueuedConnection, // The equivalent of javascript nextTick
Q_ARG(glm::vec3, position)); // I.e., capsuleCenter - offset
}
qDebug() << "Already safe" << label << position << " collisions:" << getCollisionsEnabled() << " physics:" << qApp->isPhysicsEnabled();
return false;
};
auto halfHeight = _characterController.getCapsuleHalfHeight();
@ -2277,7 +2290,7 @@ bool MyAvatar::safeLanding(const glm::vec3& position) {
QVector<EntityItemID> include{};
QVector<EntityItemID> ignore{};
auto recurse = [&] { // Place bottom of capsule at the upperIntersection, and check again based on the capsule center.
safeLanding(upperIntersection + (up * halfHeight) - offset);
betterPosition = upperIntersection + (up * halfHeight) - offset;
return true;
};
auto findIntersection = [&](const glm::vec3& startPointIn, const glm::vec3& directionIn, glm::vec3& intersectionOut, EntityItemID& entityIdOut, glm::vec3& normalOut) {
@ -2287,6 +2300,7 @@ bool MyAvatar::safeLanding(const glm::vec3& position) {
BoxFace face;
const bool visibleOnly = false;
// FIXME: this doesn't do what we want here. findRayIntersection always works on mesh, skipping entirely based on collidable. What we really want is to use the collision hull! See CharacterGhostObject::rayTest?
// See https://highfidelity.fogbugz.com/f/cases/5003/findRayIntersection-has-option-to-use-collidableOnly-but-doesn-t-actually-use-colliders
const bool collidableOnly = true;
const bool precisionPicking = true;
const auto lockType = Octree::Lock; // Should we refactor to take a lock just once?
@ -2378,6 +2392,7 @@ void MyAvatar::updateMotionBehaviorFromMenu() {
} else {
_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
}
qDebug() << "FIXME updateMotionBehaviorFromMenu collisions:" << menu->isOptionChecked(MenuOption::EnableAvatarCollisions) << "physics:" << qApp->isPhysicsEnabled();
setCollisionsEnabled(menu->isOptionChecked(MenuOption::EnableAvatarCollisions));
}

View file

@ -571,7 +571,7 @@ private:
glm::vec3 getWorldBodyPosition() const;
glm::quat getWorldBodyOrientation() const;
bool requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& positionOut);
virtual QByteArray toByteArrayStateful(AvatarDataDetail dataDetail) override;
@ -722,7 +722,8 @@ private:
};
FollowHelper _follow;
bool _goToPending;
bool _goToPending { false };
bool _physicsSafetyPending { false };
glm::vec3 _goToPosition;
glm::quat _goToOrientation;