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https://github.com/overte-org/overte.git
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Merge pull request #14713 from raveenajain/collideWithOtherAvatars_scale
20565 Avatar::_collideWithOtherAvatars does not scale
This commit is contained in:
commit
28edb472fc
13 changed files with 147 additions and 126 deletions
2
interface/src/avatar/AvatarManager.cpp
Normal file → Executable file
2
interface/src/avatar/AvatarManager.cpp
Normal file → Executable file
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@ -270,7 +270,6 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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if (avatar->getSkeletonModel()->isLoaded()) {
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// remove the orb if it is there
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avatar->removeOrb();
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avatar->updateCollisionGroup(_myAvatar->getOtherAvatarsCollisionsEnabled());
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if (avatar->needsPhysicsUpdate()) {
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_avatarsToChangeInPhysics.insert(avatar);
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}
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@ -376,7 +375,6 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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}
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AvatarSharedPointer AvatarManager::newSharedAvatar(const QUuid& sessionUUID) {
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auto otherAvatar = new OtherAvatar(qApp->thread());
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otherAvatar->setSessionUUID(sessionUUID);
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auto nodeList = DependencyManager::get<NodeList>();
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6
interface/src/avatar/AvatarMotionState.cpp
Normal file → Executable file
6
interface/src/avatar/AvatarMotionState.cpp
Normal file → Executable file
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@ -15,7 +15,6 @@
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#include <PhysicsEngine.h>
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#include <PhysicsHelpers.h>
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AvatarMotionState::AvatarMotionState(OtherAvatarPointer avatar, const btCollisionShape* shape) : ObjectMotionState(shape), _avatar(avatar) {
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assert(_avatar);
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_type = MOTIONSTATE_TYPE_AVATAR;
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@ -172,7 +171,10 @@ QUuid AvatarMotionState::getSimulatorID() const {
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// virtual
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void AvatarMotionState::computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const {
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group = _collisionGroup;
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mask = _collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS ? 0 : Physics::getDefaultCollisionMask(group);
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mask = Physics::getDefaultCollisionMask(group);
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if (!_avatar->getCollideWithOtherAvatars()) {
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mask &= ~(BULLET_COLLISION_GROUP_MY_AVATAR | BULLET_COLLISION_GROUP_OTHER_AVATAR);
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}
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}
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// virtual
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@ -205,12 +205,12 @@ MyAvatar::MyAvatar(QThread* thread) :
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if (recordingInterface->getPlayFromCurrentLocation()) {
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setRecordingBasis();
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}
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_previousCollisionGroup = _characterController.computeCollisionGroup();
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_previousCollisionMask = _characterController.computeCollisionMask();
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_characterController.setCollisionless(true);
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} else {
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clearRecordingBasis();
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useFullAvatarURL(_fullAvatarURLFromPreferences, _fullAvatarModelName);
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if (_previousCollisionGroup != BULLET_COLLISION_GROUP_COLLISIONLESS) {
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if (_previousCollisionMask != BULLET_COLLISION_MASK_COLLISIONLESS) {
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_characterController.setCollisionless(false);
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}
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}
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@ -2534,7 +2534,7 @@ void MyAvatar::updateMotors() {
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float verticalMotorTimescale;
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if (_characterController.getState() == CharacterController::State::Hover ||
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_characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
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_characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) {
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horizontalMotorTimescale = FLYING_MOTOR_TIMESCALE;
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verticalMotorTimescale = FLYING_MOTOR_TIMESCALE;
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} else {
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@ -2544,7 +2544,7 @@ void MyAvatar::updateMotors() {
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if (_motionBehaviors & AVATAR_MOTION_ACTION_MOTOR_ENABLED) {
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if (_characterController.getState() == CharacterController::State::Hover ||
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_characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
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_characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) {
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motorRotation = getMyHead()->getHeadOrientation();
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} else {
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// non-hovering = walking: follow camera twist about vertical but not lift
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@ -2599,7 +2599,7 @@ void MyAvatar::prepareForPhysicsSimulation() {
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qDebug() << "Warning: getParentVelocity failed" << getID();
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parentVelocity = glm::vec3();
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}
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_characterController.handleChangedCollisionGroup();
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_characterController.handleChangedCollisionMask();
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_characterController.setParentVelocity(parentVelocity);
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_characterController.setScaleFactor(getSensorToWorldScale());
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@ -3279,7 +3279,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
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head->setBaseRoll(ROLL(euler));
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} else {
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head->setBaseYaw(0.0f);
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head->setBasePitch(getHead()->getBasePitch() + getDriveKey(PITCH) * _pitchSpeed * deltaTime
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head->setBasePitch(getHead()->getBasePitch() + getDriveKey(PITCH) * _pitchSpeed * deltaTime
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+ getDriveKey(DELTA_PITCH) * _pitchSpeed / PITCH_SPEED_DEFAULT);
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head->setBaseRoll(0.0f);
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}
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@ -3325,7 +3325,7 @@ void MyAvatar::updateActionMotor(float deltaTime) {
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glm::vec3 direction = forward + right;
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if (state == CharacterController::State::Hover ||
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_characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) {
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_characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) {
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glm::vec3 up = (getDriveKey(TRANSLATE_Y)) * IDENTITY_UP;
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direction += up;
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}
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@ -3881,7 +3881,7 @@ void MyAvatar::setCollisionsEnabled(bool enabled) {
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bool MyAvatar::getCollisionsEnabled() {
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// may return 'false' even though the collisionless option was requested
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// because the zone may disallow collisionless avatars
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return _characterController.computeCollisionGroup() != BULLET_COLLISION_GROUP_COLLISIONLESS;
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return _characterController.computeCollisionMask() != BULLET_COLLISION_MASK_COLLISIONLESS;
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}
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void MyAvatar::setOtherAvatarsCollisionsEnabled(bool enabled) {
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@ -3890,7 +3890,11 @@ void MyAvatar::setOtherAvatarsCollisionsEnabled(bool enabled) {
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QMetaObject::invokeMethod(this, "setOtherAvatarsCollisionsEnabled", Q_ARG(bool, enabled));
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return;
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}
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bool change = _collideWithOtherAvatars != enabled;
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_collideWithOtherAvatars = enabled;
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if (change) {
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setCollisionWithOtherAvatarsFlags();
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}
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emit otherAvatarsCollisionsEnabledChanged(enabled);
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}
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@ -3898,6 +3902,11 @@ bool MyAvatar::getOtherAvatarsCollisionsEnabled() {
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return _collideWithOtherAvatars;
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}
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void MyAvatar::setCollisionWithOtherAvatarsFlags() {
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_characterController.setCollideWithOtherAvatars(_collideWithOtherAvatars);
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_characterController.setPendingFlagsUpdateCollisionMask();
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}
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void MyAvatar::updateCollisionCapsuleCache() {
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glm::vec3 start, end;
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float radius;
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4
interface/src/avatar/MyAvatar.h
Normal file → Executable file
4
interface/src/avatar/MyAvatar.h
Normal file → Executable file
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@ -297,6 +297,8 @@ public:
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void reset(bool andRecenter = false, bool andReload = true, bool andHead = true);
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void setCollisionWithOtherAvatarsFlags() override;
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/**jsdoc
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* @function MyAvatar.resetSensorsAndBody
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*/
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@ -1732,7 +1734,7 @@ private:
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SharedSoundPointer _collisionSound;
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MyCharacterController _characterController;
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int32_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
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int32_t _previousCollisionMask { BULLET_COLLISION_MASK_MY_AVATAR };
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AvatarWeakPointer _lookAtTargetAvatar;
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glm::vec3 _targetAvatarPosition;
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@ -202,6 +202,29 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
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return result.hitFraction < 1.0f;
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}
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int32_t MyCharacterController::computeCollisionMask() const {
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int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR;
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if (_collisionless && _collisionlessAllowed) {
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collisionMask = BULLET_COLLISION_MASK_COLLISIONLESS;
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} else if (!_collideWithOtherAvatars) {
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collisionMask &= ~BULLET_COLLISION_GROUP_OTHER_AVATAR;
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}
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return collisionMask;
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}
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void MyCharacterController::handleChangedCollisionMask() {
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if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_MASK) {
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// ATM the easiest way to update collision groups/masks is to remove/re-add the RigidBody
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if (_dynamicsWorld) {
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_dynamicsWorld->removeRigidBody(_rigidBody);
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int32_t collisionMask = computeCollisionMask();
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_dynamicsWorld->addRigidBody(_rigidBody, BULLET_COLLISION_GROUP_MY_AVATAR, collisionMask);
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}
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_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_MASK;
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updateCurrentGravity();
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}
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}
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btConvexHullShape* MyCharacterController::computeShape() const {
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// HACK: the avatar collides using convex hull with a collision margin equal to
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// the old capsule radius. Two points define a capsule and additional points are
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6
interface/src/avatar/MyCharacterController.h
Normal file → Executable file
6
interface/src/avatar/MyCharacterController.h
Normal file → Executable file
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@ -42,6 +42,12 @@ public:
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void setDensity(btScalar density) { _density = density; }
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int32_t computeCollisionMask() const override;
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void handleChangedCollisionMask() override;
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bool _collideWithOtherAvatars{ true };
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void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; }
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protected:
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void initRayShotgun(const btCollisionWorld* world);
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void updateMassProperties() override;
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4
interface/src/avatar/MySkeletonModel.cpp
Normal file → Executable file
4
interface/src/avatar/MySkeletonModel.cpp
Normal file → Executable file
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@ -187,7 +187,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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}
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}
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bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
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bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS);
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if (isFlying != _prevIsFlying) {
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const float FLY_TO_IDLE_HIPS_TRANSITION_TIME = 0.5f;
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_flyIdleTimer = FLY_TO_IDLE_HIPS_TRANSITION_TIME;
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@ -198,7 +198,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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// if hips are not under direct control, estimate the hips position.
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if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) {
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bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS);
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bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS);
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// timescale in seconds
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const float TRANS_HORIZ_TIMESCALE = 0.15f;
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12
interface/src/avatar/OtherAvatar.cpp
Normal file → Executable file
12
interface/src/avatar/OtherAvatar.cpp
Normal file → Executable file
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@ -135,17 +135,9 @@ void OtherAvatar::rebuildCollisionShape() {
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}
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}
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void OtherAvatar::updateCollisionGroup(bool myAvatarCollide) {
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void OtherAvatar::setCollisionWithOtherAvatarsFlags() {
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if (_motionState) {
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bool collides = _motionState->getCollisionGroup() == BULLET_COLLISION_GROUP_OTHER_AVATAR && myAvatarCollide;
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if (_collideWithOtherAvatars != collides) {
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if (!myAvatarCollide) {
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_collideWithOtherAvatars = false;
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}
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auto newCollisionGroup = _collideWithOtherAvatars ? BULLET_COLLISION_GROUP_OTHER_AVATAR : BULLET_COLLISION_GROUP_COLLISIONLESS;
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_motionState->setCollisionGroup(newCollisionGroup);
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_motionState->addDirtyFlags(Simulation::DIRTY_COLLISION_GROUP);
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}
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_motionState->addDirtyFlags(Simulation::DIRTY_COLLISION_GROUP);
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}
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}
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4
interface/src/avatar/OtherAvatar.h
Normal file → Executable file
4
interface/src/avatar/OtherAvatar.h
Normal file → Executable file
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@ -46,7 +46,9 @@ public:
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bool shouldBeInPhysicsSimulation() const;
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bool needsPhysicsUpdate() const;
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void updateCollisionGroup(bool myAvatarCollide);
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bool getCollideWithOtherAvatars() const { return _collideWithOtherAvatars; }
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void setCollisionWithOtherAvatarsFlags() override;
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void simulate(float deltaTime, bool inView) override;
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3
libraries/avatars/src/AvatarData.cpp
Normal file → Executable file
3
libraries/avatars/src/AvatarData.cpp
Normal file → Executable file
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@ -1172,6 +1172,9 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
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sourceBuffer += sizeof(AvatarDataPacket::AdditionalFlags);
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if (collideWithOtherAvatarsChanged) {
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setCollisionWithOtherAvatarsFlags();
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}
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if (somethingChanged) {
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_additionalFlagsChanged = now;
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}
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2
libraries/avatars/src/AvatarData.h
Normal file → Executable file
2
libraries/avatars/src/AvatarData.h
Normal file → Executable file
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@ -496,6 +496,8 @@ public:
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/// \return number of bytes parsed
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virtual int parseDataFromBuffer(const QByteArray& buffer);
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virtual void setCollisionWithOtherAvatarsFlags() {};
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// Body Rotation (degrees)
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float getBodyYaw() const;
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void setBodyYaw(float bodyYaw);
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@ -109,7 +109,8 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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}
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_dynamicsWorld = nullptr;
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}
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int32_t collisionGroup = computeCollisionGroup();
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int32_t collisionMask = computeCollisionMask();
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int32_t collisionGroup = BULLET_COLLISION_GROUP_MY_AVATAR;
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if (_rigidBody) {
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updateMassProperties();
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}
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@ -117,7 +118,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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// add to new world
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_dynamicsWorld = world;
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_pendingFlags &= ~PENDING_FLAG_JUMP;
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_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR);
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_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, collisionMask);
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_dynamicsWorld->addAction(this);
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// restore gravity settings because adding an object to the world overwrites its gravity setting
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_rigidBody->setGravity(_currentGravity * _currentUp);
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@ -127,7 +128,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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assert(shape && shape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE);
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_ghost.setCharacterShape(static_cast<btConvexHullShape*>(shape));
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}
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_ghost.setCollisionGroupAndMask(collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ collisionGroup));
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_ghost.setCollisionGroupAndMask(collisionGroup, collisionMask & (~ collisionGroup));
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_ghost.setCollisionWorld(_dynamicsWorld);
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_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
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if (_rigidBody) {
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@ -384,8 +385,8 @@ static const char* stateToStr(CharacterController::State state) {
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#endif // #ifdef DEBUG_STATE_CHANGE
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void CharacterController::updateCurrentGravity() {
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int32_t collisionGroup = computeCollisionGroup();
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if (_state == State::Hover || collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS) {
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int32_t collisionMask = computeCollisionMask();
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if (_state == State::Hover || collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS) {
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_currentGravity = 0.0f;
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} else {
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_currentGravity = _gravity;
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@ -458,28 +459,7 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const
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void CharacterController::setCollisionless(bool collisionless) {
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if (collisionless != _collisionless) {
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_collisionless = collisionless;
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_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_GROUP;
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}
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}
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int32_t CharacterController::computeCollisionGroup() const {
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if (_collisionless) {
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return _collisionlessAllowed ? BULLET_COLLISION_GROUP_COLLISIONLESS : BULLET_COLLISION_GROUP_MY_AVATAR;
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} else {
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return BULLET_COLLISION_GROUP_MY_AVATAR;
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}
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}
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void CharacterController::handleChangedCollisionGroup() {
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if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_GROUP) {
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// ATM the easiest way to update collision groups is to remove/re-add the RigidBody
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if (_dynamicsWorld) {
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_dynamicsWorld->removeRigidBody(_rigidBody);
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int32_t collisionGroup = computeCollisionGroup();
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_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR);
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}
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_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_GROUP;
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updateCurrentGravity();
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_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK;
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}
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}
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@ -567,8 +547,8 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
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btScalar angle = motor.rotation.getAngle();
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btVector3 velocity = worldVelocity.rotate(axis, -angle);
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int32_t collisionGroup = computeCollisionGroup();
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if (collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS ||
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int32_t collisionMask = computeCollisionMask();
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if (collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS ||
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_state == State::Hover || motor.hTimescale == motor.vTimescale) {
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// modify velocity
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btScalar tau = dt / motor.hTimescale;
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|
@ -708,11 +688,11 @@ void CharacterController::updateState() {
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btVector3 rayStart = _position;
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btScalar rayLength = _radius;
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int32_t collisionGroup = computeCollisionGroup();
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if (collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
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rayLength += _scaleFactor * DEFAULT_AVATAR_FALL_HEIGHT;
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} else {
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int32_t collisionMask = computeCollisionMask();
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if (collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS) {
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rayLength += MIN_HOVER_HEIGHT;
|
||||
} else {
|
||||
rayLength += _scaleFactor * DEFAULT_AVATAR_FALL_HEIGHT;
|
||||
}
|
||||
btVector3 rayEnd = rayStart - rayLength * _currentUp;
|
||||
|
||||
|
@ -746,69 +726,7 @@ void CharacterController::updateState() {
|
|||
|
||||
// disable normal state transitions while collisionless
|
||||
const btScalar MAX_WALKING_SPEED = 2.65f;
|
||||
if (collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
|
||||
switch (_state) {
|
||||
case State::Ground:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground detected");
|
||||
} else if (_pendingFlags & PENDING_FLAG_JUMP && _jumpButtonDownCount != _takeoffJumpButtonID) {
|
||||
_takeoffJumpButtonID = _jumpButtonDownCount;
|
||||
_takeoffToInAirStartTime = now;
|
||||
SET_STATE(State::Takeoff, "jump pressed");
|
||||
} else if (rayHasHit && !_hasSupport && _floorDistance > GROUND_TO_FLY_THRESHOLD) {
|
||||
SET_STATE(State::InAir, "falling");
|
||||
}
|
||||
break;
|
||||
case State::Takeoff:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground");
|
||||
} else if ((now - _takeoffToInAirStartTime) > TAKE_OFF_TO_IN_AIR_PERIOD) {
|
||||
SET_STATE(State::InAir, "takeoff done");
|
||||
|
||||
// compute jumpSpeed based on the scaled jump height for the default avatar in default gravity.
|
||||
const float jumpHeight = std::max(_scaleFactor * DEFAULT_AVATAR_JUMP_HEIGHT, DEFAULT_AVATAR_MIN_JUMP_HEIGHT);
|
||||
const float jumpSpeed = sqrtf(2.0f * -DEFAULT_AVATAR_GRAVITY * jumpHeight);
|
||||
velocity += jumpSpeed * _currentUp;
|
||||
_rigidBody->setLinearVelocity(velocity);
|
||||
}
|
||||
break;
|
||||
case State::InAir: {
|
||||
const float jumpHeight = std::max(_scaleFactor * DEFAULT_AVATAR_JUMP_HEIGHT, DEFAULT_AVATAR_MIN_JUMP_HEIGHT);
|
||||
const float jumpSpeed = sqrtf(2.0f * -DEFAULT_AVATAR_GRAVITY * jumpHeight);
|
||||
if ((velocity.dot(_currentUp) <= (jumpSpeed / 2.0f)) && ((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport)) {
|
||||
SET_STATE(State::Ground, "hit ground");
|
||||
} else if (_flyingAllowed) {
|
||||
btVector3 desiredVelocity = _targetVelocity;
|
||||
if (desiredVelocity.length2() < MIN_TARGET_SPEED_SQUARED) {
|
||||
desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
bool vertTargetSpeedIsNonZero = desiredVelocity.dot(_currentUp) > MIN_TARGET_SPEED;
|
||||
if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (_takeoffJumpButtonID != _jumpButtonDownCount)) {
|
||||
SET_STATE(State::Hover, "double jump button");
|
||||
} else if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (now - _jumpButtonDownStartTime) > JUMP_TO_HOVER_PERIOD) {
|
||||
SET_STATE(State::Hover, "jump button held");
|
||||
} else if (_floorDistance > _scaleFactor * DEFAULT_AVATAR_FALL_HEIGHT) {
|
||||
// Transition to hover if we are above the fall threshold
|
||||
SET_STATE(State::Hover, "above fall threshold");
|
||||
}
|
||||
} else if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground detected");
|
||||
}
|
||||
break;
|
||||
}
|
||||
case State::Hover:
|
||||
btScalar horizontalSpeed = (velocity - velocity.dot(_currentUp) * _currentUp).length();
|
||||
bool flyingFast = horizontalSpeed > (MAX_WALKING_SPEED * 0.75f);
|
||||
if (!_flyingAllowed && rayHasHit) {
|
||||
SET_STATE(State::InAir, "flying not allowed");
|
||||
} else if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
|
||||
SET_STATE(State::InAir, "near ground");
|
||||
} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
|
||||
SET_STATE(State::Ground, "touching ground");
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
if (collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS) {
|
||||
// when collisionless: only switch between State::Ground and State::Hover
|
||||
// and bypass state debugging
|
||||
if (rayHasHit) {
|
||||
|
@ -820,6 +738,68 @@ void CharacterController::updateState() {
|
|||
} else {
|
||||
_state = State::Hover;
|
||||
}
|
||||
} else {
|
||||
switch (_state) {
|
||||
case State::Ground:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground detected");
|
||||
} else if (_pendingFlags & PENDING_FLAG_JUMP && _jumpButtonDownCount != _takeoffJumpButtonID) {
|
||||
_takeoffJumpButtonID = _jumpButtonDownCount;
|
||||
_takeoffToInAirStartTime = now;
|
||||
SET_STATE(State::Takeoff, "jump pressed");
|
||||
} else if (rayHasHit && !_hasSupport && _floorDistance > GROUND_TO_FLY_THRESHOLD) {
|
||||
SET_STATE(State::InAir, "falling");
|
||||
}
|
||||
break;
|
||||
case State::Takeoff:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground");
|
||||
} else if ((now - _takeoffToInAirStartTime) > TAKE_OFF_TO_IN_AIR_PERIOD) {
|
||||
SET_STATE(State::InAir, "takeoff done");
|
||||
|
||||
// compute jumpSpeed based on the scaled jump height for the default avatar in default gravity.
|
||||
const float jumpHeight = std::max(_scaleFactor * DEFAULT_AVATAR_JUMP_HEIGHT, DEFAULT_AVATAR_MIN_JUMP_HEIGHT);
|
||||
const float jumpSpeed = sqrtf(2.0f * -DEFAULT_AVATAR_GRAVITY * jumpHeight);
|
||||
velocity += jumpSpeed * _currentUp;
|
||||
_rigidBody->setLinearVelocity(velocity);
|
||||
}
|
||||
break;
|
||||
case State::InAir: {
|
||||
const float jumpHeight = std::max(_scaleFactor * DEFAULT_AVATAR_JUMP_HEIGHT, DEFAULT_AVATAR_MIN_JUMP_HEIGHT);
|
||||
const float jumpSpeed = sqrtf(2.0f * -DEFAULT_AVATAR_GRAVITY * jumpHeight);
|
||||
if ((velocity.dot(_currentUp) <= (jumpSpeed / 2.0f)) && ((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport)) {
|
||||
SET_STATE(State::Ground, "hit ground");
|
||||
} else if (_flyingAllowed) {
|
||||
btVector3 desiredVelocity = _targetVelocity;
|
||||
if (desiredVelocity.length2() < MIN_TARGET_SPEED_SQUARED) {
|
||||
desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
bool vertTargetSpeedIsNonZero = desiredVelocity.dot(_currentUp) > MIN_TARGET_SPEED;
|
||||
if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (_takeoffJumpButtonID != _jumpButtonDownCount)) {
|
||||
SET_STATE(State::Hover, "double jump button");
|
||||
} else if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (now - _jumpButtonDownStartTime) > JUMP_TO_HOVER_PERIOD) {
|
||||
SET_STATE(State::Hover, "jump button held");
|
||||
} else if (_floorDistance > _scaleFactor * DEFAULT_AVATAR_FALL_HEIGHT) {
|
||||
// Transition to hover if we are above the fall threshold
|
||||
SET_STATE(State::Hover, "above fall threshold");
|
||||
}
|
||||
} else if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground detected");
|
||||
}
|
||||
break;
|
||||
}
|
||||
case State::Hover:
|
||||
btScalar horizontalSpeed = (velocity - velocity.dot(_currentUp) * _currentUp).length();
|
||||
bool flyingFast = horizontalSpeed > (MAX_WALKING_SPEED * 0.75f);
|
||||
if (!_flyingAllowed && rayHasHit) {
|
||||
SET_STATE(State::InAir, "flying not allowed");
|
||||
} else if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
|
||||
SET_STATE(State::InAir, "near ground");
|
||||
} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
|
||||
SET_STATE(State::Ground, "touching ground");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -866,6 +846,6 @@ void CharacterController::setFlyingAllowed(bool value) {
|
|||
void CharacterController::setCollisionlessAllowed(bool value) {
|
||||
if (value != _collisionlessAllowed) {
|
||||
_collisionlessAllowed = value;
|
||||
_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_GROUP;
|
||||
_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK;
|
||||
}
|
||||
}
|
||||
|
|
8
libraries/physics/src/CharacterController.h
Normal file → Executable file
8
libraries/physics/src/CharacterController.h
Normal file → Executable file
|
@ -30,7 +30,7 @@ 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 uint32_t PENDING_FLAG_UPDATE_COLLISION_MASK = 1U << 4;
|
||||
const uint32_t PENDING_FLAG_RECOMPUTE_FLYING = 1U << 5;
|
||||
const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f);
|
||||
|
||||
|
@ -120,14 +120,16 @@ public:
|
|||
bool isStuck() const { return _isStuck; }
|
||||
|
||||
void setCollisionless(bool collisionless);
|
||||
int32_t computeCollisionGroup() const;
|
||||
void handleChangedCollisionGroup();
|
||||
|
||||
virtual int32_t computeCollisionMask() const = 0;
|
||||
virtual void handleChangedCollisionMask() = 0;
|
||||
|
||||
bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
|
||||
|
||||
void setFlyingAllowed(bool value);
|
||||
void setCollisionlessAllowed(bool value);
|
||||
|
||||
void setPendingFlagsUpdateCollisionMask(){ _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK; }
|
||||
|
||||
protected:
|
||||
#ifdef DEBUG_STATE_CHANGE
|
||||
|
|
Loading…
Reference in a new issue