Merge pull request #6200 from AndrewMeadows/character-controller

Move DynamicCharacterController to MyAvatarController
This commit is contained in:
Howard Stearns 2015-10-28 11:24:03 -07:00
commit 21afcf48ae
10 changed files with 432 additions and 278 deletions

View file

@ -2756,7 +2756,6 @@ void Application::update(float deltaTime) {
{ {
PerformanceTimer perfTimer("physics"); PerformanceTimer perfTimer("physics");
myAvatar->relayDriveKeysToCharacterController();
static VectorOfMotionStates motionStates; static VectorOfMotionStates motionStates;
_entitySimulation.getObjectsToDelete(motionStates); _entitySimulation.getObjectsToDelete(motionStates);
@ -2783,6 +2782,8 @@ void Application::update(float deltaTime) {
avatarManager->getObjectsToChange(motionStates); avatarManager->getObjectsToChange(motionStates);
_physicsEngine->changeObjects(motionStates); _physicsEngine->changeObjects(motionStates);
myAvatar->prepareForPhysicsSimulation();
_entities.getTree()->withWriteLock([&] { _entities.getTree()->withWriteLock([&] {
_physicsEngine->stepSimulation(); _physicsEngine->stepSimulation();
}); });
@ -2807,6 +2808,8 @@ void Application::update(float deltaTime) {
// and will simulate entity motion (the EntityTree has been given an EntitySimulation). // and will simulate entity motion (the EntityTree has been given an EntitySimulation).
_entities.update(); // update the models... _entities.update(); // update the models...
} }
myAvatar->harvestResultsFromPhysicsSimulation();
} }
} }

View file

@ -154,7 +154,8 @@ void MyAvatar::reset(bool andReload) {
} }
// Reset dynamic state. // Reset dynamic state.
_wasPushing = _isPushing = _isBraking = _billboardValid = _straighteningLean = false; _wasPushing = _isPushing = _isBraking = _billboardValid = false;
_isFollowingHMD = false;
_skeletonModel.reset(); _skeletonModel.reset();
getHead()->reset(); getHead()->reset();
_targetVelocity = glm::vec3(0.0f); _targetVelocity = glm::vec3(0.0f);
@ -304,7 +305,7 @@ glm::mat4 MyAvatar::getSensorToWorldMatrix() const {
// returns true if pos is OUTSIDE of the vertical capsule // returns true if pos is OUTSIDE of the vertical capsule
// where the middle cylinder length is defined by capsuleLen and the radius by capsuleRad. // where the middle cylinder length is defined by capsuleLen and the radius by capsuleRad.
static bool capsuleCheck(const glm::vec3& pos, float capsuleLen, float capsuleRad) { static bool pointIsOutsideCapsule(const glm::vec3& pos, float capsuleLen, float capsuleRad) {
const float halfCapsuleLen = capsuleLen / 2.0f; const float halfCapsuleLen = capsuleLen / 2.0f;
if (fabs(pos.y) <= halfCapsuleLen) { if (fabs(pos.y) <= halfCapsuleLen) {
// cylinder check for middle capsule // cylinder check for middle capsule
@ -325,6 +326,10 @@ static bool capsuleCheck(const glm::vec3& pos, float capsuleLen, float capsuleRa
// This can also update the avatar's position to follow the HMD // This can also update the avatar's position to follow the HMD
// as it moves through the world. // as it moves through the world.
void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) { void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
// update the sensorMatrices based on the new hmd pose
_hmdSensorMatrix = hmdSensorMatrix;
_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
// calc deltaTime // calc deltaTime
auto now = usecTimestampNow(); auto now = usecTimestampNow();
@ -334,11 +339,6 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
const float BIGGEST_DELTA_TIME_SECS = 0.25f; const float BIGGEST_DELTA_TIME_SECS = 0.25f;
float deltaTime = glm::clamp((float)actualDeltaTime, 0.0f, BIGGEST_DELTA_TIME_SECS); float deltaTime = glm::clamp((float)actualDeltaTime, 0.0f, BIGGEST_DELTA_TIME_SECS);
// update the sensorMatrices based on the new hmd pose
_hmdSensorMatrix = hmdSensorMatrix;
_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
bool hmdIsAtRest = _hmdAtRestDetector.update(deltaTime, _hmdSensorPosition, _hmdSensorOrientation); bool hmdIsAtRest = _hmdAtRestDetector.update(deltaTime, _hmdSensorPosition, _hmdSensorOrientation);
// It can be more accurate/smooth to use velocity rather than position, // It can be more accurate/smooth to use velocity rather than position,
@ -360,58 +360,60 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
bool justStartedMoving = (_lastIsMoving != isMoving) && isMoving; bool justStartedMoving = (_lastIsMoving != isMoving) && isMoving;
_lastIsMoving = isMoving; _lastIsMoving = isMoving;
if (shouldBeginStraighteningLean() || hmdIsAtRest || justStartedMoving) { if (shouldFollowHMD() || hmdIsAtRest || justStartedMoving) {
beginStraighteningLean(); beginFollowingHMD();
} }
processStraighteningLean(deltaTime); followHMD(deltaTime);
} }
void MyAvatar::beginStraighteningLean() { glm::vec3 MyAvatar::getHMDCorrectionVelocity() const {
// TODO: impelement this
return Vectors::ZERO;
}
void MyAvatar::beginFollowingHMD() {
// begin homing toward derived body position. // begin homing toward derived body position.
if (!_straighteningLean) { if (!_isFollowingHMD) {
_straighteningLean = true; _isFollowingHMD = true;
_straighteningLeanAlpha = 0.0f; _followHMDAlpha = 0.0f;
} }
} }
bool MyAvatar::shouldBeginStraighteningLean() const { bool MyAvatar::shouldFollowHMD() const {
// define a vertical capsule if (!_isFollowingHMD) {
const float STRAIGHTENING_LEAN_CAPSULE_RADIUS = 0.2f; // meters // define a vertical capsule
const float STRAIGHTENING_LEAN_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters. const float FOLLOW_HMD_CAPSULE_RADIUS = 0.2f; // meters
const float FOLLOW_HMD_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters.
// detect if the derived body position is outside of a capsule around the _bodySensorMatrix
auto newBodySensorMatrix = deriveBodyFromHMDSensor(); // detect if the derived body position is outside of a capsule around the _bodySensorMatrix
glm::vec3 diff = extractTranslation(newBodySensorMatrix) - extractTranslation(_bodySensorMatrix); auto newBodySensorMatrix = deriveBodyFromHMDSensor();
bool isBodyPosOutsideCapsule = capsuleCheck(diff, STRAIGHTENING_LEAN_CAPSULE_LENGTH, STRAIGHTENING_LEAN_CAPSULE_RADIUS); glm::vec3 localPoint = extractTranslation(newBodySensorMatrix) - extractTranslation(_bodySensorMatrix);
return pointIsOutsideCapsule(localPoint, FOLLOW_HMD_CAPSULE_LENGTH, FOLLOW_HMD_CAPSULE_RADIUS);
if (isBodyPosOutsideCapsule) {
return true;
} else {
return false;
} }
return false;
} }
void MyAvatar::processStraighteningLean(float deltaTime) { void MyAvatar::followHMD(float deltaTime) {
if (_straighteningLean) { if (_isFollowingHMD) {
const float STRAIGHTENING_LEAN_DURATION = 0.5f; // seconds const float FOLLOW_HMD_DURATION = 0.5f; // seconds
auto newBodySensorMatrix = deriveBodyFromHMDSensor(); auto newBodySensorMatrix = deriveBodyFromHMDSensor();
auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix; auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
glm::vec3 worldBodyPos = extractTranslation(worldBodyMatrix); glm::vec3 worldBodyPos = extractTranslation(worldBodyMatrix);
glm::quat worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix)); glm::quat worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix));
_straighteningLeanAlpha += (1.0f / STRAIGHTENING_LEAN_DURATION) * deltaTime; _followHMDAlpha += (1.0f / FOLLOW_HMD_DURATION) * deltaTime;
if (_straighteningLeanAlpha >= 1.0f) { if (_followHMDAlpha >= 1.0f) {
_straighteningLean = false; _isFollowingHMD = false;
nextAttitude(worldBodyPos, worldBodyRot); nextAttitude(worldBodyPos, worldBodyRot);
_bodySensorMatrix = newBodySensorMatrix; _bodySensorMatrix = newBodySensorMatrix;
} else { } else {
// interp position toward the desired pos // interp position toward the desired pos
glm::vec3 pos = lerp(getPosition(), worldBodyPos, _straighteningLeanAlpha); glm::vec3 pos = lerp(getPosition(), worldBodyPos, _followHMDAlpha);
glm::quat rot = glm::normalize(safeMix(getOrientation(), worldBodyRot, _straighteningLeanAlpha)); glm::quat rot = glm::normalize(safeMix(getOrientation(), worldBodyRot, _followHMDAlpha));
nextAttitude(pos, rot); nextAttitude(pos, rot);
// interp sensor matrix toward desired // interp sensor matrix toward desired
@ -419,8 +421,8 @@ void MyAvatar::processStraighteningLean(float deltaTime) {
glm::quat nextBodyRot = glm::normalize(glm::quat_cast(newBodySensorMatrix)); glm::quat nextBodyRot = glm::normalize(glm::quat_cast(newBodySensorMatrix));
glm::vec3 prevBodyPos = extractTranslation(_bodySensorMatrix); glm::vec3 prevBodyPos = extractTranslation(_bodySensorMatrix);
glm::quat prevBodyRot = glm::normalize(glm::quat_cast(_bodySensorMatrix)); glm::quat prevBodyRot = glm::normalize(glm::quat_cast(_bodySensorMatrix));
pos = lerp(prevBodyPos, nextBodyPos, _straighteningLeanAlpha); pos = lerp(prevBodyPos, nextBodyPos, _followHMDAlpha);
rot = glm::normalize(safeMix(prevBodyRot, nextBodyRot, _straighteningLeanAlpha)); rot = glm::normalize(safeMix(prevBodyRot, nextBodyRot, _followHMDAlpha));
_bodySensorMatrix = createMatFromQuatAndPos(rot, pos); _bodySensorMatrix = createMatFromQuatAndPos(rot, pos);
} }
} }
@ -1274,6 +1276,23 @@ void MyAvatar::rebuildSkeletonBody() {
_characterController.setLocalBoundingBox(corner, scale); _characterController.setLocalBoundingBox(corner, scale);
} }
void MyAvatar::prepareForPhysicsSimulation() {
relayDriveKeysToCharacterController();
_characterController.setTargetVelocity(getTargetVelocity());
_characterController.setAvatarPositionAndOrientation(getPosition(), getOrientation());
_characterController.setHMDVelocity(getHMDCorrectionVelocity());
}
void MyAvatar::harvestResultsFromPhysicsSimulation() {
glm::vec3 position = getPosition();
glm::quat orientation = getOrientation();
_characterController.getAvatarPositionAndOrientation(position, orientation);
nextAttitude(position, orientation);
setVelocity(_characterController.getLinearVelocity());
// TODO: harvest HMD shift here
//glm::vec3 hmdShift = _characterController.getHMDShift();
}
QString MyAvatar::getScriptedMotorFrame() const { QString MyAvatar::getScriptedMotorFrame() const {
QString frame = "avatar"; QString frame = "avatar";
if (_scriptedMotorFrame == SCRIPTED_MOTOR_CAMERA_FRAME) { if (_scriptedMotorFrame == SCRIPTED_MOTOR_CAMERA_FRAME) {

View file

@ -12,12 +12,15 @@
#ifndef hifi_MyAvatar_h #ifndef hifi_MyAvatar_h
#define hifi_MyAvatar_h #define hifi_MyAvatar_h
#include <glm/glm.hpp>
#include <SettingHandle.h> #include <SettingHandle.h>
#include <DynamicCharacterController.h>
#include <Rig.h> #include <Rig.h>
#include "Avatar.h" #include "Avatar.h"
#include "AtRestDetector.h" #include "AtRestDetector.h"
#include "MyCharacterController.h"
class ModelItemID; class ModelItemID;
@ -72,6 +75,8 @@ public:
// as it moves through the world. // as it moves through the world.
void updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix); void updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix);
glm::vec3 getHMDCorrectionVelocity() const;
// best called at end of main loop, just before rendering. // best called at end of main loop, just before rendering.
// update sensor to world matrix from current body position and hmd sensor. // update sensor to world matrix from current body position and hmd sensor.
// This is so the correct camera can be used for rendering. // This is so the correct camera can be used for rendering.
@ -154,10 +159,12 @@ public:
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override; virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
DynamicCharacterController* getCharacterController() { return &_characterController; } MyCharacterController* getCharacterController() { return &_characterController; }
void prepareForPhysicsSimulation();
void harvestResultsFromPhysicsSimulation();
const QString& getCollisionSoundURL() {return _collisionSoundURL; } const QString& getCollisionSoundURL() { return _collisionSoundURL; }
void setCollisionSoundURL(const QString& url); void setCollisionSoundURL(const QString& url);
void clearScriptableSettings(); void clearScriptableSettings();
@ -262,9 +269,9 @@ private:
const RecorderPointer getRecorder() const { return _recorder; } const RecorderPointer getRecorder() const { return _recorder; }
const PlayerPointer getPlayer() const { return _player; } const PlayerPointer getPlayer() const { return _player; }
void beginStraighteningLean(); void beginFollowingHMD();
bool shouldBeginStraighteningLean() const; bool shouldFollowHMD() const;
void processStraighteningLean(float deltaTime); void followHMD(float deltaTime);
bool cameraInsideHead() const; bool cameraInsideHead() const;
@ -295,7 +302,7 @@ private:
quint32 _motionBehaviors; quint32 _motionBehaviors;
QString _collisionSoundURL; QString _collisionSoundURL;
DynamicCharacterController _characterController; MyCharacterController _characterController;
AvatarWeakPointer _lookAtTargetAvatar; AvatarWeakPointer _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition; glm::vec3 _targetAvatarPosition;
@ -348,21 +355,21 @@ private:
RigPointer _rig; RigPointer _rig;
bool _prevShouldDrawHead; bool _prevShouldDrawHead;
bool _enableDebugDrawBindPose = false; bool _enableDebugDrawBindPose { false };
bool _enableDebugDrawAnimPose = false; bool _enableDebugDrawAnimPose { false };
AnimSkeleton::ConstPointer _debugDrawSkeleton = nullptr; AnimSkeleton::ConstPointer _debugDrawSkeleton { nullptr };
AudioListenerMode _audioListenerMode; AudioListenerMode _audioListenerMode;
glm::vec3 _customListenPosition; glm::vec3 _customListenPosition;
glm::quat _customListenOrientation; glm::quat _customListenOrientation;
bool _straighteningLean = false; bool _isFollowingHMD { false };
float _straighteningLeanAlpha = 0.0f; float _followHMDAlpha { 0.0f };
quint64 _lastUpdateFromHMDTime = usecTimestampNow(); quint64 _lastUpdateFromHMDTime { usecTimestampNow() };
AtRestDetector _hmdAtRestDetector; AtRestDetector _hmdAtRestDetector;
glm::vec3 _lastPosition; glm::vec3 _lastPosition;
bool _lastIsMoving = false; bool _lastIsMoving { false };
}; };
QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode); QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode);

View file

@ -1,13 +1,26 @@
//
// MyCharacterController.h
// interface/src/avatar
//
// Created by AndrewMeadows 2015.10.21
// Copyright 2015 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 "MyCharacterController.h"
#include <BulletCollision/CollisionShapes/btMultiSphereShape.h> #include <BulletCollision/CollisionShapes/btMultiSphereShape.h>
#include <BulletDynamics/Dynamics/btRigidBody.h> #include <BulletDynamics/Dynamics/btRigidBody.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h> #include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <LinearMath/btDefaultMotionState.h> #include <LinearMath/btDefaultMotionState.h>
#include <GLMHelpers.h>
#include <PhysicsLogging.h>
#include <PhysicsCollisionGroups.h> #include <PhysicsCollisionGroups.h>
#include "BulletUtil.h" #include "MyAvatar.h"
#include "DynamicCharacterController.h"
#include "PhysicsLogging.h"
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f); const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
const float DEFAULT_GRAVITY = -5.0f; const float DEFAULT_GRAVITY = -5.0f;
@ -15,11 +28,6 @@ const float JUMP_SPEED = 3.5f;
const float MAX_FALL_HEIGHT = 20.0f; const float MAX_FALL_HEIGHT = 20.0f;
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;
// TODO: improve walking up steps // TODO: improve walking up steps
// TODO: make avatars able to walk up and down steps/slopes // TODO: make avatars able to walk up and down steps/slopes
// TODO: make avatars stand on steep slope // TODO: make avatars stand on steep slope
@ -41,19 +49,18 @@ protected:
btRigidBody* _me; btRigidBody* _me;
}; };
DynamicCharacterController::DynamicCharacterController(AvatarData* avatarData) { MyCharacterController::MyCharacterController(MyAvatar* avatar) {
_halfHeight = 1.0f; _halfHeight = 1.0f;
_shape = nullptr;
_rigidBody = nullptr;
assert(avatarData); assert(avatar);
_avatarData = avatarData; _avatar = avatar;
_enabled = false; _enabled = false;
_floorDistance = MAX_FALL_HEIGHT; _floorDistance = MAX_FALL_HEIGHT;
_walkVelocity.setValue(0.0f,0.0f,0.0f); _walkVelocity.setValue(0.0f, 0.0f, 0.0f);
_hmdVelocity.setValue(0.0f, 0.0f, 0.0f);
_jumpSpeed = JUMP_SPEED; _jumpSpeed = JUMP_SPEED;
_isOnGround = false; _isOnGround = false;
_isJumping = false; _isJumping = false;
@ -61,21 +68,16 @@ DynamicCharacterController::DynamicCharacterController(AvatarData* avatarData) {
_isHovering = true; _isHovering = true;
_isPushingUp = false; _isPushingUp = false;
_jumpToHoverStart = 0; _jumpToHoverStart = 0;
_lastStepDuration = 0.0f;
_pendingFlags = PENDING_FLAG_UPDATE_SHAPE; _pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
updateShapeIfNecessary(); updateShapeIfNecessary();
} }
DynamicCharacterController::~DynamicCharacterController() { MyCharacterController::~MyCharacterController() {
} }
// virtual void MyCharacterController::preStep(btCollisionWorld* collisionWorld) {
void DynamicCharacterController::setWalkDirection(const btVector3& walkDirection) {
// do nothing -- walkVelocity is upated in preSimulation()
//_walkVelocity = walkDirection;
}
void DynamicCharacterController::preStep(btCollisionWorld* collisionWorld) {
// trace a ray straight down to see if we're standing on the ground // trace a ray straight down to see if we're standing on the ground
const btTransform& xform = _rigidBody->getWorldTransform(); const btTransform& xform = _rigidBody->getWorldTransform();
@ -96,7 +98,7 @@ void DynamicCharacterController::preStep(btCollisionWorld* collisionWorld) {
} }
} }
void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) { void MyCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
btVector3 actualVelocity = _rigidBody->getLinearVelocity(); btVector3 actualVelocity = _rigidBody->getLinearVelocity();
btScalar actualSpeed = actualVelocity.length(); btScalar actualSpeed = actualVelocity.length();
@ -158,9 +160,20 @@ void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld, btScala
_rigidBody->setLinearVelocity(actualVelocity + tau * velocityCorrection); _rigidBody->setLinearVelocity(actualVelocity + tau * velocityCorrection);
} }
} }
// Rather than add _hmdVelocity to the velocity of the RigidBody, we explicitly teleport
// the RigidBody forward according to the formula: distance = rate * time
if (_hmdVelocity.length2() > 0.0f) {
btTransform bodyTransform = _rigidBody->getWorldTransform();
bodyTransform.setOrigin(bodyTransform.getOrigin() + dt * _hmdVelocity);
_rigidBody->setWorldTransform(bodyTransform);
}
// MyAvatar will ask us how far we stepped for HMD motion, which will depend on how
// much time has accumulated in _lastStepDuration.
_lastStepDuration += dt;
} }
void DynamicCharacterController::jump() { void MyCharacterController::jump() {
// check for case where user is holding down "jump" key... // check for case where user is holding down "jump" key...
// we'll eventually tansition to "hover" // we'll eventually tansition to "hover"
if (!_isJumping) { if (!_isJumping) {
@ -178,12 +191,12 @@ void DynamicCharacterController::jump() {
} }
} }
bool DynamicCharacterController::onGround() const { bool MyCharacterController::onGround() const {
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius; const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
return _floorDistance < FLOOR_PROXIMITY_THRESHOLD; return _floorDistance < FLOOR_PROXIMITY_THRESHOLD;
} }
void DynamicCharacterController::setHovering(bool hover) { void MyCharacterController::setHovering(bool hover) {
if (hover != _isHovering) { if (hover != _isHovering) {
_isHovering = hover; _isHovering = hover;
_isJumping = false; _isJumping = false;
@ -198,7 +211,7 @@ void DynamicCharacterController::setHovering(bool hover) {
} }
} }
void DynamicCharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) { void MyCharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
_boxScale = scale; _boxScale = scale;
float x = _boxScale.x; float x = _boxScale.x;
@ -231,15 +244,7 @@ void DynamicCharacterController::setLocalBoundingBox(const glm::vec3& corner, co
_shapeLocalOffset = corner + 0.5f * _boxScale; _shapeLocalOffset = corner + 0.5f * _boxScale;
} }
bool DynamicCharacterController::needsRemoval() const { void MyCharacterController::setEnabled(bool enabled) {
return (bool)(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION);
}
bool DynamicCharacterController::needsAddition() const {
return (bool)(_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION);
}
void DynamicCharacterController::setEnabled(bool enabled) {
if (enabled != _enabled) { if (enabled != _enabled) {
if (enabled) { if (enabled) {
// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit. // Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
@ -257,46 +262,9 @@ void DynamicCharacterController::setEnabled(bool enabled) {
} }
} }
void DynamicCharacterController::setDynamicsWorld(btDynamicsWorld* world) { void MyCharacterController::updateShapeIfNecessary() {
if (_dynamicsWorld != world) {
if (_dynamicsWorld) {
if (_rigidBody) {
_dynamicsWorld->removeRigidBody(_rigidBody);
_dynamicsWorld->removeAction(this);
}
_dynamicsWorld = nullptr;
}
if (world && _rigidBody) {
_dynamicsWorld = world;
_pendingFlags &= ~ PENDING_FLAG_JUMP;
_dynamicsWorld->addRigidBody(_rigidBody, COLLISION_GROUP_MY_AVATAR, COLLISION_MASK_MY_AVATAR);
_dynamicsWorld->addAction(this);
//reset(_dynamicsWorld);
}
}
if (_dynamicsWorld) {
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION;
} else {
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
}
} else {
_pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
}
void DynamicCharacterController::updateShapeIfNecessary() {
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) { if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
// make sure there is NO pending removal from simulation at this point
// (don't want to delete _rigidBody out from under the simulation)
assert(!(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION));
_pendingFlags &= ~ PENDING_FLAG_UPDATE_SHAPE; _pendingFlags &= ~ PENDING_FLAG_UPDATE_SHAPE;
// delete shape and RigidBody
delete _rigidBody;
_rigidBody = nullptr;
delete _shape;
_shape = nullptr;
// compute new dimensions from avatar's bounding box // compute new dimensions from avatar's bounding box
float x = _boxScale.x; float x = _boxScale.x;
@ -310,19 +278,27 @@ void DynamicCharacterController::updateShapeIfNecessary() {
// NOTE: _shapeLocalOffset is already computed // NOTE: _shapeLocalOffset is already computed
if (_radius > 0.0f) { if (_radius > 0.0f) {
// create new shape
_shape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
// HACK: use some simple mass property defaults for now // HACK: use some simple mass property defaults for now
float mass = 100.0f; float mass = 100.0f;
btVector3 inertia(30.0f, 8.0f, 30.0f); btVector3 inertia(30.0f, 8.0f, 30.0f);
// create new body // create RigidBody if it doesn't exist
_rigidBody = new btRigidBody(mass, nullptr, _shape, inertia); if (!_rigidBody) {
btCollisionShape* shape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
_rigidBody = new btRigidBody(mass, nullptr, shape, inertia);
} else {
btCollisionShape* shape = _rigidBody->getCollisionShape();
if (shape) {
delete shape;
}
shape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
_rigidBody->setCollisionShape(shape);
}
_rigidBody->setSleepingThresholds(0.0f, 0.0f); _rigidBody->setSleepingThresholds(0.0f, 0.0f);
_rigidBody->setAngularFactor(0.0f); _rigidBody->setAngularFactor(0.0f);
_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()), _rigidBody->setWorldTransform(btTransform(glmToBullet(_avatar->getOrientation()),
glmToBullet(_avatarData->getPosition()))); glmToBullet(_avatar->getPosition())));
if (_isHovering) { if (_isHovering) {
_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f)); _rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
} else { } else {
@ -335,7 +311,7 @@ void DynamicCharacterController::updateShapeIfNecessary() {
} }
} }
void DynamicCharacterController::updateUpAxis(const glm::quat& rotation) { void MyCharacterController::updateUpAxis(const glm::quat& rotation) {
btVector3 oldUp = _currentUp; btVector3 oldUp = _currentUp;
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS); _currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
if (!_isHovering) { if (!_isHovering) {
@ -346,24 +322,50 @@ void DynamicCharacterController::updateUpAxis(const glm::quat& rotation) {
} }
} }
void DynamicCharacterController::preSimulation(btScalar timeStep) { void MyCharacterController::setAvatarPositionAndOrientation(
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);
_avatarBodyTransform = btTransform(bodyOrientation, bodyPosition);
}
void MyCharacterController::getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
if (_enabled && _rigidBody) {
const btTransform& avatarTransform = _rigidBody->getWorldTransform();
rotation = bulletToGLM(avatarTransform.getRotation());
position = bulletToGLM(avatarTransform.getOrigin()) - rotation * _shapeLocalOffset;
}
}
void MyCharacterController::setTargetVelocity(const glm::vec3& velocity) {
//_walkVelocity = glmToBullet(_avatarData->getTargetVelocity());
_walkVelocity = glmToBullet(velocity);
}
void MyCharacterController::setHMDVelocity(const glm::vec3& velocity) {
_hmdVelocity = glmToBullet(velocity);
}
glm::vec3 MyCharacterController::getLinearVelocity() const {
glm::vec3 velocity(0.0f);
if (_rigidBody) {
velocity = bulletToGLM(_rigidBody->getLinearVelocity());
}
return velocity;
}
void MyCharacterController::preSimulation() {
if (_enabled && _dynamicsWorld) { if (_enabled && _dynamicsWorld) {
glm::quat rotation = _avatarData->getOrientation(); // slam body to where it is supposed to be
_rigidBody->setWorldTransform(_avatarBodyTransform);
// TODO: update gravity if up has changed
updateUpAxis(rotation);
glm::vec3 position = _avatarData->getPosition() + rotation * _shapeLocalOffset;
_rigidBody->setWorldTransform(btTransform(glmToBullet(rotation), glmToBullet(position)));
// the rotation is dictated by AvatarData
btTransform xform = _rigidBody->getWorldTransform();
xform.setRotation(glmToBullet(rotation));
_rigidBody->setWorldTransform(xform);
// scan for distant floor // scan for distant floor
// rayStart is at center of bottom sphere // rayStart is at center of bottom sphere
btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp; btVector3 rayStart = _avatarBodyTransform.getOrigin() - _halfHeight * _currentUp;
// rayEnd is straight down MAX_FALL_HEIGHT // rayEnd is straight down MAX_FALL_HEIGHT
btScalar rayLength = _radius + MAX_FALL_HEIGHT; btScalar rayLength = _radius + MAX_FALL_HEIGHT;
@ -388,8 +390,6 @@ void DynamicCharacterController::preSimulation(btScalar timeStep) {
setHovering(true); setHovering(true);
} }
_walkVelocity = glmToBullet(_avatarData->getTargetVelocity());
if (_pendingFlags & PENDING_FLAG_JUMP) { if (_pendingFlags & PENDING_FLAG_JUMP) {
_pendingFlags &= ~ PENDING_FLAG_JUMP; _pendingFlags &= ~ PENDING_FLAG_JUMP;
if (onGround()) { if (onGround()) {
@ -400,15 +400,9 @@ void DynamicCharacterController::preSimulation(btScalar timeStep) {
} }
} }
} }
_lastStepDuration = 0.0f;
} }
void DynamicCharacterController::postSimulation() { void MyCharacterController::postSimulation() {
if (_enabled && _rigidBody) { // postSimulation() exists for symmetry and just in case we need to do something here later
const btTransform& avatarTransform = _rigidBody->getWorldTransform();
glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
glm::vec3 position = bulletToGLM(avatarTransform.getOrigin());
_avatarData->nextAttitude(position - rotation * _shapeLocalOffset, rotation);
_avatarData->setVelocity(bulletToGLM(_rigidBody->getLinearVelocity()));
}
} }

View file

@ -0,0 +1,106 @@
//
// MyCharacterController.h
// interface/src/avatar
//
// Created by AndrewMeadows 2015.10.21
// Copyright 2015 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_MyCharacterController_h
#define hifi_MyCharacterController_h
#include <btBulletDynamicsCommon.h>
#include <glm/glm.hpp>
#include <BulletUtil.h>
#include <CharacterController.h>
#include <SharedUtil.h>
class btCollisionShape;
class MyAvatar;
class MyCharacterController : public CharacterController {
public:
MyCharacterController(MyAvatar* avatar);
~MyCharacterController ();
// TODO: implement these when needed
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) override { assert(false); }
virtual void reset(btCollisionWorld* collisionWorld) override { }
virtual void warp(const btVector3& origin) override { }
virtual void debugDraw(btIDebugDraw* debugDrawer) override { }
virtual void setUpInterpolate(bool value) override { }
// overrides from btCharacterControllerInterface
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) override {
preStep(collisionWorld);
playerStep(collisionWorld, deltaTime);
}
virtual void preStep(btCollisionWorld* collisionWorld) override;
virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt) override;
virtual bool canJump() const override { assert(false); return false; } // never call this
virtual void jump() override; // call this every frame the jump button is pressed
virtual bool onGround() const override;
// overrides from CharacterController
virtual void preSimulation() override;
virtual void postSimulation() override;
bool isHovering() const { return _isHovering; }
void setHovering(bool enabled);
void setEnabled(bool enabled);
bool isEnabled() const { return _enabled && _dynamicsWorld; }
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
virtual void updateShapeIfNecessary() override;
void setAvatarPositionAndOrientation( const glm::vec3& position, const glm::quat& orientation);
void getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
void setTargetVelocity(const glm::vec3& velocity);
void setHMDVelocity(const glm::vec3& velocity);
glm::vec3 getHMDShift() const { return _lastStepDuration * bulletToGLM(_hmdVelocity); }
glm::vec3 getLinearVelocity() const;
protected:
void updateUpAxis(const glm::quat& rotation);
protected:
btVector3 _currentUp;
btVector3 _walkVelocity;
btVector3 _hmdVelocity;
btTransform _avatarBodyTransform;
glm::vec3 _shapeLocalOffset;
glm::vec3 _boxScale; // used to compute capsule shape
quint64 _jumpToHoverStart;
MyAvatar* _avatar { nullptr };
btScalar _halfHeight;
btScalar _radius;
btScalar _floorDistance;
btScalar _gravity;
btScalar _jumpSpeed;
btScalar _lastStepDuration;
bool _enabled;
bool _isOnGround;
bool _isJumping;
bool _isFalling;
bool _isHovering;
bool _isPushingUp;
};
#endif // hifi_MyCharacterController_h

View file

@ -0,0 +1,52 @@
//
// CharacterControllerInterface.cpp
// libraries/physcis/src
//
// Created by Andrew Meadows 2015.10.21
// Copyright 2015 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 "CharacterController.h"
#include "PhysicsCollisionGroups.h"
bool CharacterController::needsRemoval() const {
return (bool)(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION);
}
bool CharacterController::needsAddition() const {
return (bool)(_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION);
}
void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
if (_dynamicsWorld != world) {
if (_dynamicsWorld) {
if (_rigidBody) {
_dynamicsWorld->removeRigidBody(_rigidBody);
_dynamicsWorld->removeAction(this);
}
_dynamicsWorld = nullptr;
}
if (world && _rigidBody) {
_dynamicsWorld = world;
_pendingFlags &= ~PENDING_FLAG_JUMP;
_dynamicsWorld->addRigidBody(_rigidBody, COLLISION_GROUP_MY_AVATAR, COLLISION_MASK_MY_AVATAR);
_dynamicsWorld->addAction(this);
//reset(_dynamicsWorld);
}
}
if (_dynamicsWorld) {
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION;
} else {
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
}
} else {
_pendingFlags &= ~PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
}

View file

@ -0,0 +1,59 @@
//
// CharacterControllerInterface.h
// libraries/physcis/src
//
// Created by Andrew Meadows 2015.10.21
// Copyright 2015 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_CharacterControllerInterface_h
#define hifi_CharacterControllerInterface_h
#include <assert.h>
#include <stdint.h>
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btCharacterControllerInterface.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;
class btRigidBody;
class btCollisionWorld;
class btDynamicsWorld;
class CharacterController : public btCharacterControllerInterface {
public:
bool needsRemoval() const;
bool needsAddition() const;
void setDynamicsWorld(btDynamicsWorld* world);
btCollisionObject* getCollisionObject() { return _rigidBody; }
virtual void updateShapeIfNecessary() = 0;
virtual void preSimulation() = 0;
virtual void postSimulation() = 0;
virtual void setWalkDirection(const btVector3 &walkDirection) { assert(false); }
/* these from btCharacterControllerInterface remain to be overridden
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) = 0;
virtual void reset() = 0;
virtual void warp(const btVector3 &origin) = 0;
virtual void preStep(btCollisionWorld *collisionWorld) = 0;
virtual void playerStep(btCollisionWorld *collisionWorld, btScalar dt) = 0;
virtual bool canJump() const = 0;
virtual void jump() = 0;
virtual bool onGround() const = 0;
*/
protected:
btDynamicsWorld* _dynamicsWorld { nullptr };
btRigidBody* _rigidBody { nullptr };
uint32_t _pendingFlags { 0 };
};
#endif // hifi_CharacterControllerInterface_h

View file

@ -1,95 +0,0 @@
#ifndef hifi_DynamicCharacterController_h
#define hifi_DynamicCharacterController_h
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
#include <AvatarData.h>
class btCollisionShape;
class btRigidBody;
class btCollisionWorld;
const int NUM_CHARACTER_CONTROLLER_RAYS = 2;
class DynamicCharacterController : public btCharacterControllerInterface
{
protected:
btScalar _halfHeight;
btScalar _radius;
btCollisionShape* _shape;
btRigidBody* _rigidBody;
btVector3 _currentUp;
btScalar _floorDistance;
btVector3 _walkVelocity;
btScalar _gravity;
glm::vec3 _shapeLocalOffset;
glm::vec3 _boxScale; // used to compute capsule shape
AvatarData* _avatarData = nullptr;
bool _enabled;
bool _isOnGround;
bool _isJumping;
bool _isFalling;
bool _isHovering;
bool _isPushingUp;
quint64 _jumpToHoverStart;
uint32_t _pendingFlags;
btDynamicsWorld* _dynamicsWorld = nullptr;
btScalar _jumpSpeed;
public:
DynamicCharacterController(AvatarData* avatarData);
~DynamicCharacterController ();
virtual void setWalkDirection(const btVector3& walkDirection);
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) { assert(false); }
// TODO: implement these when needed
virtual void reset(btCollisionWorld* collisionWorld) { }
virtual void warp(const btVector3& origin) { }
virtual void debugDraw(btIDebugDraw* debugDrawer) { }
virtual void setUpInterpolate(bool value) { }
btCollisionObject* getCollisionObject() { return _rigidBody; }
///btActionInterface interface
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) {
preStep(collisionWorld);
playerStep(collisionWorld, deltaTime);
}
virtual void preStep(btCollisionWorld* collisionWorld);
virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt);
virtual bool canJump() const { assert(false); return false; } // never call this
virtual void jump(); // call this every frame the jump button is pressed
virtual bool onGround() const;
bool isHovering() const { return _isHovering; }
void setHovering(bool enabled);
bool needsRemoval() const;
bool needsAddition() const;
void setEnabled(bool enabled);
bool isEnabled() const { return _enabled && _dynamicsWorld; }
void setDynamicsWorld(btDynamicsWorld* world);
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
bool needsShapeUpdate() const;
void updateShapeIfNecessary();
void preSimulation(btScalar timeStep);
void postSimulation();
protected:
void updateUpAxis(const glm::quat& rotation);
};
#endif // hifi_DynamicCharacterController_h

View file

@ -11,6 +11,7 @@
#include <PhysicsCollisionGroups.h> #include <PhysicsCollisionGroups.h>
#include "CharacterController.h"
#include "ObjectMotionState.h" #include "ObjectMotionState.h"
#include "PhysicsEngine.h" #include "PhysicsEngine.h"
#include "PhysicsHelpers.h" #include "PhysicsHelpers.h"
@ -23,7 +24,7 @@ uint32_t PhysicsEngine::getNumSubsteps() {
PhysicsEngine::PhysicsEngine(const glm::vec3& offset) : PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
_originOffset(offset), _originOffset(offset),
_characterController(nullptr) { _myAvatarController(nullptr) {
// build table of masks with their group as the key // build table of masks with their group as the key
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEFAULT), COLLISION_MASK_DEFAULT); _collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEFAULT), COLLISION_MASK_DEFAULT);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_STATIC), COLLISION_MASK_STATIC); _collisionMasks.insert(btHashInt((int)COLLISION_GROUP_STATIC), COLLISION_MASK_STATIC);
@ -38,8 +39,8 @@ PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
} }
PhysicsEngine::~PhysicsEngine() { PhysicsEngine::~PhysicsEngine() {
if (_characterController) { if (_myAvatarController) {
_characterController->setDynamicsWorld(nullptr); _myAvatarController->setDynamicsWorld(nullptr);
} }
delete _collisionConfig; delete _collisionConfig;
delete _collisionDispatcher; delete _collisionDispatcher;
@ -239,16 +240,23 @@ void PhysicsEngine::stepSimulation() {
_clock.reset(); _clock.reset();
float timeStep = btMin(dt, MAX_TIMESTEP); float timeStep = btMin(dt, MAX_TIMESTEP);
// TODO: move character->preSimulation() into relayIncomingChanges if (_myAvatarController) {
if (_characterController) { // ADEBUG TODO: move this stuff outside and in front of stepSimulation, because
if (_characterController->needsRemoval()) { // the updateShapeIfNecessary() call needs info from MyAvatar and should
_characterController->setDynamicsWorld(nullptr); // be done on the main thread during the pre-simulation stuff
if (_myAvatarController->needsRemoval()) {
_myAvatarController->setDynamicsWorld(nullptr);
// We must remove any existing contacts for the avatar so that any new contacts will have
// valid data. MyAvatar's RigidBody is the ONLY one in the simulation that does not yet
// have a MotionState so we pass nullptr to removeContacts().
removeContacts(nullptr);
} }
_characterController->updateShapeIfNecessary(); _myAvatarController->updateShapeIfNecessary();
if (_characterController->needsAddition()) { if (_myAvatarController->needsAddition()) {
_characterController->setDynamicsWorld(_dynamicsWorld); _myAvatarController->setDynamicsWorld(_dynamicsWorld);
} }
_characterController->preSimulation(timeStep); _myAvatarController->preSimulation();
} }
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP); int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
@ -257,8 +265,8 @@ void PhysicsEngine::stepSimulation() {
_numSubsteps += (uint32_t)numSubsteps; _numSubsteps += (uint32_t)numSubsteps;
ObjectMotionState::setWorldSimulationStep(_numSubsteps); ObjectMotionState::setWorldSimulationStep(_numSubsteps);
if (_characterController) { if (_myAvatarController) {
_characterController->postSimulation(); _myAvatarController->postSimulation();
} }
updateContactMap(); updateContactMap();
_hasOutgoingChanges = true; _hasOutgoingChanges = true;
@ -268,7 +276,7 @@ void PhysicsEngine::stepSimulation() {
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) { void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) {
BT_PROFILE("ownershipInfection"); BT_PROFILE("ownershipInfection");
const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr; const btCollisionObject* characterObject = _myAvatarController ? _myAvatarController->getCollisionObject() : nullptr;
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer()); ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer()); ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
@ -431,15 +439,15 @@ void PhysicsEngine::bump(ObjectMotionState* motionState) {
} }
} }
void PhysicsEngine::setCharacterController(DynamicCharacterController* character) { void PhysicsEngine::setCharacterController(CharacterController* character) {
if (_characterController != character) { if (_myAvatarController != character) {
if (_characterController) { if (_myAvatarController) {
// remove the character from the DynamicsWorld immediately // remove the character from the DynamicsWorld immediately
_characterController->setDynamicsWorld(nullptr); _myAvatarController->setDynamicsWorld(nullptr);
_characterController = nullptr; _myAvatarController = nullptr;
} }
// the character will be added to the DynamicsWorld later // the character will be added to the DynamicsWorld later
_characterController = character; _myAvatarController = character;
} }
} }

View file

@ -21,13 +21,14 @@
#include "BulletUtil.h" #include "BulletUtil.h"
#include "ContactInfo.h" #include "ContactInfo.h"
#include "DynamicCharacterController.h"
#include "ObjectMotionState.h" #include "ObjectMotionState.h"
#include "ThreadSafeDynamicsWorld.h" #include "ThreadSafeDynamicsWorld.h"
#include "ObjectAction.h" #include "ObjectAction.h"
const float HALF_SIMULATION_EXTENT = 512.0f; // meters const float HALF_SIMULATION_EXTENT = 512.0f; // meters
class CharacterController;
// simple class for keeping track of contacts // simple class for keeping track of contacts
class ContactKey { class ContactKey {
public: public:
@ -87,7 +88,7 @@ public:
void removeRigidBody(btRigidBody* body); void removeRigidBody(btRigidBody* body);
void setCharacterController(DynamicCharacterController* character); void setCharacterController(CharacterController* character);
void dumpNextStats() { _dumpNextStats = true; } void dumpNextStats() { _dumpNextStats = true; }
@ -117,7 +118,7 @@ private:
uint32_t _lastNumSubstepsAtUpdateInternal = 0; uint32_t _lastNumSubstepsAtUpdateInternal = 0;
/// character collisions /// character collisions
DynamicCharacterController* _characterController = NULL; CharacterController* _myAvatarController;
bool _dumpNextStats = false; bool _dumpNextStats = false;
bool _hasOutgoingChanges = false; bool _hasOutgoingChanges = false;