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prevent walking avatar from bouncing on floor
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parent
b0c3655076
commit
08b525ef91
2 changed files with 71 additions and 44 deletions
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@ -134,45 +134,7 @@ void MyAvatar::simulate(float deltaTime) {
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_handState = HAND_STATE_NULL;
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updateOrientation(deltaTime);
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float keyboardInput = fabsf(_driveKeys[FWD] - _driveKeys[BACK]) +
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fabsf(_driveKeys[RIGHT] - _driveKeys[LEFT]) +
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fabsf(_driveKeys[UP] - _driveKeys[DOWN]);
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bool walkingOnFloor = false;
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float gravityLength = glm::length(_gravity);
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if (gravityLength > EPSILON) {
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const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
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glm::vec3 startCap;
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boundingShape.getStartPoint(startCap);
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glm::vec3 bottomOfBoundingCapsule = startCap + (boundingShape.getRadius() / gravityLength) * _gravity;
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float fallThreshold = 2.0f * deltaTime * gravityLength;
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walkingOnFloor = (glm::distance(bottomOfBoundingCapsule, _lastFloorContactPoint) < fallThreshold);
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}
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if (keyboardInput > 0.0f || glm::length2(_velocity) > 0.0f || glm::length2(_thrust) > 0.0f ||
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! walkingOnFloor) {
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// apply gravity
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_velocity += _scale * _gravity * (GRAVITY_EARTH * deltaTime);
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// update motor and thrust
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updateMotorFromKeyboard(deltaTime, walkingOnFloor);
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applyMotor(deltaTime);
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applyThrust(deltaTime);
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// update position
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if (glm::length2(_velocity) < EPSILON) {
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_velocity = glm::vec3(0.0f);
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} else {
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_position += _velocity * deltaTime;
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}
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}
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// update moving flag based on speed
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const float MOVING_SPEED_THRESHOLD = 0.01f;
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_moving = glm::length(_velocity) > MOVING_SPEED_THRESHOLD;
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updateChatCircle(deltaTime);
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updatePosition(deltaTime);
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// update avatar skeleton and simulate hand and head
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getHand()->collideAgainstOurself();
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@ -833,8 +795,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
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// We must adjust the body orientation using a delta rotation (rather than
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// doing yaw math) because the body's yaw ranges are not the same
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// as what the Oculus API provides.
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glm::vec3 UP_AXIS = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::quat bodyCorrection = glm::angleAxis(glm::radians(delta), UP_AXIS);
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glm::quat bodyCorrection = glm::angleAxis(glm::radians(delta), _worldUpDirection);
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orientation = orientation * bodyCorrection;
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}
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Head* head = getHead();
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@ -848,6 +809,62 @@ void MyAvatar::updateOrientation(float deltaTime) {
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setOrientation(orientation);
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}
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void MyAvatar::updatePosition(float deltaTime) {
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float keyboardInput = fabsf(_driveKeys[FWD] - _driveKeys[BACK]) +
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fabsf(_driveKeys[RIGHT] - _driveKeys[LEFT]) +
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fabsf(_driveKeys[UP] - _driveKeys[DOWN]);
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bool walkingOnFloor = false;
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float gravityLength = glm::length(_gravity) * GRAVITY_EARTH;
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if (gravityLength > EPSILON) {
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const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
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glm::vec3 startCap;
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boundingShape.getStartPoint(startCap);
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glm::vec3 bottomOfBoundingCapsule = startCap - boundingShape.getRadius() * _worldUpDirection;
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float speedFromGravity = _scale * deltaTime * gravityLength;
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float distanceToFall = glm::distance(bottomOfBoundingCapsule, _lastFloorContactPoint);
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walkingOnFloor = (distanceToFall < 2.0f * deltaTime * speedFromGravity);
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if (walkingOnFloor) {
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// BEGIN HACK: to prevent the avatar from bouncing on a floor surface
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if (distanceToFall < deltaTime * speedFromGravity) {
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float verticalSpeed = glm::dot(_velocity, _worldUpDirection);
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if (fabs(verticalSpeed) < speedFromGravity) {
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// we're standing on a floor, and nearly at rest so we zero the vertical velocity component
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_velocity -= verticalSpeed * _worldUpDirection;
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}
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} else {
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// fall with gravity against floor
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_velocity -= speedFromGravity * _worldUpDirection;
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}
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// END HACK
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} else {
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_velocity -= speedFromGravity * _worldUpDirection;
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}
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}
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if (keyboardInput > 0.0f || glm::length2(_velocity) > 0.0f || glm::length2(_thrust) > 0.0f || ! walkingOnFloor) {
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// update motor and thrust
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updateMotorFromKeyboard(deltaTime, walkingOnFloor);
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applyMotor(deltaTime);
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applyThrust(deltaTime);
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// update position
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if (glm::length2(_velocity) < EPSILON) {
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_velocity = glm::vec3(0.0f);
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} else {
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_position += _velocity * deltaTime;
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}
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}
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// update moving flag based on speed
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const float MOVING_SPEED_THRESHOLD = 0.01f;
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_moving = glm::length(_velocity) > MOVING_SPEED_THRESHOLD;
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updateChatCircle(deltaTime);
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}
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void MyAvatar::updateMotorFromKeyboard(float deltaTime, bool walking) {
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// Increase motor velocity until its length is equal to _maxMotorSpeed.
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if (!(_motionBehaviors & AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED)) {
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@ -1121,6 +1138,8 @@ void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
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const float MIN_STEP_HEIGHT = 0.0f;
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glm::vec3 footBase = boundingShape.getPosition() - (capsuleRadius + capsuleHalfHeight) * _worldUpDirection;
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float highestStep = 0.0f;
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float lowestStep = MAX_STEP_HEIGHT;
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glm::vec3 floorPoint;
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glm::vec3 stepPenetration(0.0f);
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glm::vec3 totalPenetration(0.0f);
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@ -1154,8 +1173,15 @@ void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
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highestStep = stepHeight;
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stepPenetration = collision->_penetration;
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}
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if (stepHeight < lowestStep) {
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lowestStep = stepHeight;
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floorPoint = collision->_contactPoint - collision->_penetration;
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}
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}
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}
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if (lowestStep < MAX_STEP_HEIGHT) {
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_lastFloorContactPoint = floorPoint;
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}
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float penetrationLength = glm::length(totalPenetration);
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if (penetrationLength < EPSILON) {
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@ -1194,8 +1220,9 @@ void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
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applyHardCollision(totalPenetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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const float VOXEL_COLLISION_FREQUENCY = 0.5f;
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updateCollisionSound(myCollisions[0]->_penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
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// Don't make a collision sound against voxlels by default -- too annoying when walking
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//const float VOXEL_COLLISION_FREQUENCY = 0.5f;
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//updateCollisionSound(myCollisions[0]->_penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
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}
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_trapDuration = isTrapped ? _trapDuration + deltaTime : 0.0f;
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}
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@ -141,7 +141,6 @@ private:
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bool _shouldJump;
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float _driveKeys[MAX_DRIVE_KEYS];
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glm::vec3 _gravity;
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glm::vec3 _environmentGravity;
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float _distanceToNearestAvatar; // How close is the nearest avatar?
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bool _wasPushing;
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@ -166,6 +165,7 @@ private:
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// private methods
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void updateOrientation(float deltaTime);
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void updatePosition(float deltaTime);
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void updateMotorFromKeyboard(float deltaTime, bool walking);
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float computeMotorTimescale();
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void applyMotor(float deltaTime);
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