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remove old kinematic CharacterController
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2 changed files with 0 additions and 1112 deletions
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
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2015.03.25 -- modified by Andrew Meadows andrew@highfidelity.io
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
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If you use this software in a product, an acknowledgment in the product documentation would be appreciated
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but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include "BulletUtil.h"
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#include "CharacterController.h"
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const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
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const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
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const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2;
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const uint32_t PENDING_FLAG_JUMP = 1U << 3;
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// static helper method
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static btVector3 getNormalizedVector(const btVector3& v) {
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// NOTE: check the length first, then normalize
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// --> avoids assert when trying to normalize zero-length vectors
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btScalar vLength = v.length();
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if (vLength < FLT_EPSILON) {
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return btVector3(0.0f, 0.0f, 0.0f);
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}
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btVector3 n = v;
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n /= vLength;
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return n;
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}
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class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback {
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public:
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btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) :
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btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)) {
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_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) {
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if (rayResult.m_collisionObject == _me) {
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return 1.0f;
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}
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return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
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}
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protected:
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btCollisionObject* _me;
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};
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class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback {
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public:
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btKinematicClosestNotMeConvexResultCallback(btCollisionObject* me, const btVector3& up, btScalar minSlopeDot)
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: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
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, _me(me)
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, _up(up)
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, _minSlopeDot(minSlopeDot)
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{
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace) {
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if (convexResult.m_hitCollisionObject == _me) {
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return btScalar(1.0);
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}
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if (!convexResult.m_hitCollisionObject->hasContactResponse()) {
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return btScalar(1.0);
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}
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btVector3 hitNormalWorld;
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if (normalInWorldSpace) {
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hitNormalWorld = convexResult.m_hitNormalLocal;
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} else {
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///need to transform normal into worldspace
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hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
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}
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// Note: hitNormalWorld points into character, away from object
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// and _up points opposite to movement
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btScalar dotUp = _up.dot(hitNormalWorld);
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if (dotUp < _minSlopeDot) {
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return btScalar(1.0);
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}
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return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
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}
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protected:
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btCollisionObject* _me;
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const btVector3 _up;
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btScalar _minSlopeDot;
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};
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class StepDownConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback {
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// special convex sweep callback for character during the stepDown() phase
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public:
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StepDownConvexResultCallback(btCollisionObject* me,
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const btVector3& up,
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const btVector3& start,
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const btVector3& step,
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const btVector3& pushDirection,
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btScalar minSlopeDot,
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btScalar radius,
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btScalar halfHeight)
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: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
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, _me(me)
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, _up(up)
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, _start(start)
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, _step(step)
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, _pushDirection(pushDirection)
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, _minSlopeDot(minSlopeDot)
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, _radius(radius)
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, _halfHeight(halfHeight)
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{
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace) {
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if (convexResult.m_hitCollisionObject == _me) {
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return btScalar(1.0);
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}
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if (!convexResult.m_hitCollisionObject->hasContactResponse()) {
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return btScalar(1.0);
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}
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btVector3 hitNormalWorld;
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if (normalInWorldSpace) {
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hitNormalWorld = convexResult.m_hitNormalLocal;
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} else {
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///need to transform normal into worldspace
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hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis() * convexResult.m_hitNormalLocal;
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}
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// Note: hitNormalWorld points into character, away from object
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// and _up points opposite to movement
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btScalar dotUp = _up.dot(hitNormalWorld);
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if (dotUp < _minSlopeDot) {
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if (hitNormalWorld.dot(_pushDirection) > 0.0f) {
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// ignore hits that push in same direction as character is moving
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// which helps character NOT snag when stepping off ledges
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return btScalar(1.0f);
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}
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// compute the angle between "down" and the line from character center to "hit" point
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btVector3 fractionalStep = convexResult.m_hitFraction * _step;
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btVector3 localHit = convexResult.m_hitPointLocal - _start + fractionalStep;
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btScalar angle = localHit.angle(-_up);
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// compute a maxAngle based on size of _step
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btVector3 side(_radius, - (_halfHeight - _step.length() + fractionalStep.dot(_up)), 0.0f);
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btScalar maxAngle = side.angle(-_up);
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// Ignore hits that are larger than maxAngle. Effectively what is happening here is:
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// we're ignoring hits at contacts that have non-vertical normals... if they hit higher
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// than the character's "feet". Ignoring the contact allows the character to slide down
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// for these hits. In other words, vertical walls against the character's torso will
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// not prevent them from "stepping down" to find the floor.
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if (angle > maxAngle) {
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return btScalar(1.0f);
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}
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}
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btScalar fraction = ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
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return fraction;
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}
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protected:
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btCollisionObject* _me;
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const btVector3 _up;
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btVector3 _start;
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btVector3 _step;
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btVector3 _pushDirection;
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btScalar _minSlopeDot;
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btScalar _radius;
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btScalar _halfHeight;
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};
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/*
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* Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal'
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*
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* from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html
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*/
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btVector3 CharacterController::computeReflectionDirection(const btVector3& direction, const btVector3& normal) {
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return direction - (btScalar(2.0) * direction.dot(normal)) * normal;
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}
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/*
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* Returns the portion of 'direction' that is parallel to 'normal'
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*/
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btVector3 CharacterController::parallelComponent(const btVector3& direction, const btVector3& normal) {
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btScalar magnitude = direction.dot(normal);
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return normal * magnitude;
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}
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/*
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* Returns the portion of 'direction' that is perpindicular to 'normal'
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*/
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btVector3 CharacterController::perpindicularComponent(const btVector3& direction, const btVector3& normal) {
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return direction - parallelComponent(direction, normal);
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}
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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const float DEFAULT_GRAVITY = 5.0f;
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const float TERMINAL_VELOCITY = 55.0f;
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const float JUMP_SPEED = 3.5f;
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CharacterController::CharacterController(AvatarData* avatarData) {
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assert(avatarData);
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_avatarData = avatarData;
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_enabled = false;
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_ghostObject = NULL;
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_convexShape = NULL;
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_addedMargin = 0.02f;
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_walkDirection.setValue(0.0f,0.0f,0.0f);
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_velocityTimeInterval = 0.0f;
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_verticalVelocity = 0.0f;
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_verticalOffset = 0.0f;
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_gravity = DEFAULT_GRAVITY;
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_maxFallSpeed = TERMINAL_VELOCITY;
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_jumpSpeed = JUMP_SPEED;
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_isOnGround = false;
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_isJumping = false;
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_isHovering = true;
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_jumpToHoverStart = 0;
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setMaxSlope(btRadians(45.0f));
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_lastStepUp = 0.0f;
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_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
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updateShapeIfNecessary();
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}
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CharacterController::~CharacterController() {
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delete _ghostObject;
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_ghostObject = NULL;
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delete _convexShape;
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_convexShape = NULL;
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// make sure you remove this Character from its DynamicsWorld before reaching this spot
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assert(_dynamicsWorld == NULL);
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}
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btPairCachingGhostObject* CharacterController::getGhostObject() {
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return _ghostObject;
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}
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bool CharacterController::recoverFromPenetration(btCollisionWorld* collisionWorld) {
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BT_PROFILE("recoverFromPenetration");
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// Here we must refresh the overlapping paircache as the penetrating movement itself or the
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// previous recovery iteration might have used setWorldTransform and pushed us into an object
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// that is not in the previous cache contents from the last timestep, as will happen if we
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// are pushed into a new AABB overlap. Unhandled this means the next convex sweep gets stuck.
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//
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// Do this by calling the broadphase's setAabb with the moved AABB, this will update the broadphase
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// paircache and the ghostobject's internal paircache at the same time. /BW
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btVector3 minAabb, maxAabb;
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_convexShape->getAabb(_ghostObject->getWorldTransform(), minAabb, maxAabb);
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collisionWorld->getBroadphase()->setAabb(_ghostObject->getBroadphaseHandle(),
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minAabb,
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maxAabb,
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collisionWorld->getDispatcher());
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bool penetration = false;
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collisionWorld->getDispatcher()->dispatchAllCollisionPairs(_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher());
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_currentPosition = _ghostObject->getWorldTransform().getOrigin();
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btVector3 currentPosition = _currentPosition;
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btScalar maxPen = btScalar(0.0);
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for (int i = 0; i < _ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++) {
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_manifoldArray.resize(0);
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btBroadphasePair* collisionPair = &_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
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btCollisionObject* obj0 = static_cast<btCollisionObject*>(collisionPair->m_pProxy0->m_clientObject);
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btCollisionObject* obj1 = static_cast<btCollisionObject*>(collisionPair->m_pProxy1->m_clientObject);
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if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse())) {
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continue;
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}
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if (collisionPair->m_algorithm) {
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collisionPair->m_algorithm->getAllContactManifolds(_manifoldArray);
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}
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for (int j = 0;j < _manifoldArray.size(); j++) {
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btPersistentManifold* manifold = _manifoldArray[j];
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btScalar directionSign = (manifold->getBody0() == _ghostObject) ? btScalar(1.0) : btScalar(-1.0);
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for (int p = 0;p < manifold->getNumContacts(); p++) {
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const btManifoldPoint&pt = manifold->getContactPoint(p);
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btScalar dist = pt.getDistance();
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if (dist < 0.0) {
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bool useContact = true;
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btVector3 normal = pt.m_normalWorldOnB;
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normal *= directionSign; // always points from object to character
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btScalar normalDotUp = normal.dot(_currentUp);
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if (normalDotUp < _maxSlopeCosine) {
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// this contact has a non-vertical normal... might need to ignored
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btVector3 collisionPoint;
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if (directionSign > 0.0) {
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collisionPoint = pt.getPositionWorldOnB();
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} else {
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collisionPoint = pt.getPositionWorldOnA();
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}
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// we do math in frame where character base is origin
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btVector3 characterBase = currentPosition - (_radius + _halfHeight) * _currentUp;
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collisionPoint -= characterBase;
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btScalar collisionHeight = collisionPoint.dot(_currentUp);
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if (collisionHeight < _lastStepUp) {
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// This contact is below the lastStepUp, so we ignore it for penetration resolution,
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// otherwise it may prevent the character from getting close enough to find any available
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// horizontal foothold that would allow it to climbe the ledge. In other words, we're
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// making the character's "feet" soft for collisions against steps, but not floors.
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useContact = false;
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}
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}
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if (useContact) {
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if (dist < maxPen) {
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maxPen = dist;
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_floorNormal = normal;
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}
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const btScalar INCREMENTAL_RESOLUTION_FACTOR = 0.2f;
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_currentPosition += normal * (fabsf(dist) * INCREMENTAL_RESOLUTION_FACTOR);
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penetration = true;
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}
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}
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}
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}
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}
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btTransform newTrans = _ghostObject->getWorldTransform();
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newTrans.setOrigin(_currentPosition);
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_ghostObject->setWorldTransform(newTrans);
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return penetration;
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}
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void CharacterController::scanDown(btCollisionWorld* world) {
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BT_PROFILE("scanDown");
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// we test with downward raycast and if we don't find floor close enough then turn on "hover"
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btKinematicClosestNotMeRayResultCallback callback(_ghostObject);
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callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
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btVector3 start = _currentPosition;
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const btScalar MAX_SCAN_HEIGHT = 20.0f + _halfHeight + _radius; // closest possible floor for disabling hover
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const btScalar MIN_HOVER_HEIGHT = 3.0f + _halfHeight + _radius; // distance to floor for enabling hover
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btVector3 end = start - MAX_SCAN_HEIGHT * _currentUp;
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world->rayTest(start, end, callback);
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if (!callback.hasHit()) {
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_isHovering = true;
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} else if (_isHovering && callback.m_closestHitFraction * MAX_SCAN_HEIGHT < MIN_HOVER_HEIGHT) {
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_isHovering = false;
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}
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}
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void CharacterController::stepUp(btCollisionWorld* world) {
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BT_PROFILE("stepUp");
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// phase 1: up
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// compute start and end
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btTransform start, end;
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start.setIdentity();
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start.setOrigin(_currentPosition + _currentUp * (_convexShape->getMargin() + _addedMargin));
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_targetPosition = _currentPosition + _currentUp * _stepUpHeight;
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end.setIdentity();
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end.setOrigin(_targetPosition);
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// sweep up
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btVector3 sweepDirNegative = - _currentUp;
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btKinematicClosestNotMeConvexResultCallback callback(_ghostObject, sweepDirNegative, btScalar(0.7071));
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callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
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_ghostObject->convexSweepTest(_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration);
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if (callback.hasHit()) {
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// we hit something, so zero our vertical velocity
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_verticalVelocity = 0.0f;
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_verticalOffset = 0.0f;
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// Only modify the position if the hit was a slope and not a wall or ceiling.
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if (callback.m_hitNormalWorld.dot(_currentUp) > 0.0f) {
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_lastStepUp = _stepUpHeight * callback.m_closestHitFraction;
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_currentPosition.setInterpolate3(_currentPosition, _targetPosition, callback.m_closestHitFraction);
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} else {
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_lastStepUp = _stepUpHeight;
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_currentPosition = _targetPosition;
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}
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} else {
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_currentPosition = _targetPosition;
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_lastStepUp = _stepUpHeight;
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}
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}
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void CharacterController::updateTargetPositionBasedOnCollision(const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag) {
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btVector3 movementDirection = _targetPosition - _currentPosition;
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btScalar movementLength = movementDirection.length();
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if (movementLength > SIMD_EPSILON) {
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movementDirection.normalize();
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btVector3 reflectDir = computeReflectionDirection(movementDirection, hitNormal);
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reflectDir.normalize();
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btVector3 parallelDir, perpindicularDir;
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parallelDir = parallelComponent(reflectDir, hitNormal);
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perpindicularDir = perpindicularComponent(reflectDir, hitNormal);
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_targetPosition = _currentPosition;
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//if (tangentMag != 0.0) {
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if (0) {
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btVector3 parComponent = parallelDir * btScalar(tangentMag * movementLength);
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_targetPosition += parComponent;
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}
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if (normalMag != 0.0) {
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btVector3 perpComponent = perpindicularDir * btScalar(normalMag * movementLength);
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_targetPosition += perpComponent;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::stepForward(btCollisionWorld* collisionWorld, const btVector3& movement) {
|
||||
BT_PROFILE("stepForward");
|
||||
// phase 2: forward
|
||||
_targetPosition = _currentPosition + movement;
|
||||
|
||||
btTransform start, end;
|
||||
start.setIdentity();
|
||||
end.setIdentity();
|
||||
|
||||
/* TODO: experiment with this to see if we can use this to help direct motion when a floor is available
|
||||
if (_touchingContact) {
|
||||
if (_normalizedDirection.dot(_floorNormal) < btScalar(0.0)) {
|
||||
updateTargetPositionBasedOnCollision(_floorNormal, 1.0f, 1.0f);
|
||||
}
|
||||
}*/
|
||||
|
||||
// modify shape's margin for the sweeps
|
||||
btScalar margin = _convexShape->getMargin();
|
||||
_convexShape->setMargin(margin + _addedMargin);
|
||||
|
||||
const btScalar MIN_STEP_DISTANCE_SQUARED = 1.0e-6f;
|
||||
btVector3 step = _targetPosition - _currentPosition;
|
||||
btScalar stepLength2 = step.length2();
|
||||
int maxIter = 10;
|
||||
|
||||
while (stepLength2 > MIN_STEP_DISTANCE_SQUARED && maxIter-- > 0) {
|
||||
start.setOrigin(_currentPosition);
|
||||
end.setOrigin(_targetPosition);
|
||||
|
||||
// sweep forward
|
||||
btVector3 sweepDirNegative(_currentPosition - _targetPosition);
|
||||
btKinematicClosestNotMeConvexResultCallback callback(_ghostObject, sweepDirNegative, btScalar(0.0));
|
||||
callback.m_collisionFilterGroup = _ghostObject->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = _ghostObject->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
_ghostObject->convexSweepTest(_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
|
||||
if (callback.hasHit()) {
|
||||
// we hit soemthing!
|
||||
// Compute new target position by removing portion cut-off by collision, which will produce a new target
|
||||
// that is the closest approach of the the obstacle plane to the original target.
|
||||
step = _targetPosition - _currentPosition;
|
||||
btScalar stepDotNormal = step.dot(callback.m_hitNormalWorld); // we expect this dot to be negative
|
||||
step += (stepDotNormal * (1.0f - callback.m_closestHitFraction)) * callback.m_hitNormalWorld;
|
||||
_targetPosition = _currentPosition + step;
|
||||
|
||||
stepLength2 = step.length2();
|
||||
} else {
|
||||
// we swept to the end without hitting anything
|
||||
_currentPosition = _targetPosition;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// restore shape's margin
|
||||
_convexShape->setMargin(margin);
|
||||
}
|
||||
|
||||
void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt) {
|
||||
BT_PROFILE("stepDown");
|
||||
// phase 3: down
|
||||
//
|
||||
// The "stepDown" phase first makes a normal sweep down that cancels the lift from the "stepUp" phase.
|
||||
// If it hits a ledge then it stops otherwise it makes another sweep down in search of a floor within
|
||||
// reach of the character's feet.
|
||||
|
||||
// first sweep for ledge
|
||||
btVector3 step = (_verticalVelocity * dt - _lastStepUp) * _currentUp;
|
||||
|
||||
StepDownConvexResultCallback callback(_ghostObject,
|
||||
_currentUp,
|
||||
_currentPosition, step,
|
||||
_walkDirection,
|
||||
_maxSlopeCosine,
|
||||
_radius, _halfHeight);
|
||||
callback.m_collisionFilterGroup = _ghostObject->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = _ghostObject->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
btTransform start, end;
|
||||
start.setIdentity();
|
||||
end.setIdentity();
|
||||
|
||||
start.setOrigin(_currentPosition);
|
||||
_targetPosition = _currentPosition + step;
|
||||
end.setOrigin(_targetPosition);
|
||||
_ghostObject->convexSweepTest(_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
|
||||
_isOnGround = false;
|
||||
if (callback.hasHit()) {
|
||||
_currentPosition += callback.m_closestHitFraction * step;
|
||||
_verticalVelocity = 0.0f;
|
||||
_verticalOffset = 0.0f;
|
||||
_isJumping = false;
|
||||
_isHovering = false;
|
||||
_isOnGround = true;
|
||||
} else if (!_isJumping) {
|
||||
// sweep again for floor within downStep threshold
|
||||
step = -_stepDownHeight * _currentUp;
|
||||
StepDownConvexResultCallback callback2 (_ghostObject,
|
||||
_currentUp,
|
||||
_currentPosition, step,
|
||||
_walkDirection,
|
||||
_maxSlopeCosine,
|
||||
_radius, _halfHeight);
|
||||
|
||||
callback2.m_collisionFilterGroup = _ghostObject->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback2.m_collisionFilterMask = _ghostObject->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
_currentPosition = _targetPosition;
|
||||
_targetPosition = _currentPosition + step;
|
||||
|
||||
start.setOrigin(_currentPosition);
|
||||
end.setOrigin(_targetPosition);
|
||||
_ghostObject->convexSweepTest(_convexShape, start, end, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
|
||||
|
||||
if (callback2.hasHit()) {
|
||||
_currentPosition += callback2.m_closestHitFraction * step;
|
||||
_verticalVelocity = 0.0f;
|
||||
_verticalOffset = 0.0f;
|
||||
_isJumping = false;
|
||||
_isHovering = false;
|
||||
_isOnGround = true;
|
||||
} else {
|
||||
// nothing to step down on
|
||||
_lastStepUp = 0.0f;
|
||||
}
|
||||
} else {
|
||||
// we're jumping, and didn't hit anything, so our target position is where we would have fallen to
|
||||
_currentPosition = _targetPosition;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::setWalkDirection(const btVector3& walkDirection) {
|
||||
// This must be implemented to satisfy base-class interface but does nothing.
|
||||
// Use setVelocityForTimeInterval() instead.
|
||||
assert(false);
|
||||
}
|
||||
|
||||
void CharacterController::setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) {
|
||||
_walkDirection = velocity;
|
||||
_normalizedDirection = getNormalizedVector(_walkDirection);
|
||||
_velocityTimeInterval += timeInterval;
|
||||
}
|
||||
|
||||
void CharacterController::reset(btCollisionWorld* collisionWorld) {
|
||||
_verticalVelocity = 0.0;
|
||||
_verticalOffset = 0.0;
|
||||
_isOnGround = false;
|
||||
_isJumping = false;
|
||||
_isHovering = true;
|
||||
_walkDirection.setValue(0,0,0);
|
||||
_velocityTimeInterval = 0.0;
|
||||
|
||||
//clear pair cache
|
||||
btHashedOverlappingPairCache *cache = _ghostObject->getOverlappingPairCache();
|
||||
while (cache->getOverlappingPairArray().size() > 0) {
|
||||
cache->removeOverlappingPair(cache->getOverlappingPairArray()[0].m_pProxy0,
|
||||
cache->getOverlappingPairArray()[0].m_pProxy1,
|
||||
collisionWorld->getDispatcher());
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::warp(const btVector3& origin) {
|
||||
btTransform xform;
|
||||
xform.setIdentity();
|
||||
xform.setOrigin(origin);
|
||||
_ghostObject->setWorldTransform(xform);
|
||||
}
|
||||
|
||||
|
||||
void CharacterController::preStep(btCollisionWorld* collisionWorld) {
|
||||
BT_PROFILE("preStep");
|
||||
if (!_enabled) {
|
||||
return;
|
||||
}
|
||||
int numPenetrationLoops = 0;
|
||||
_touchingContact = false;
|
||||
while (recoverFromPenetration(collisionWorld)) {
|
||||
numPenetrationLoops++;
|
||||
_touchingContact = true;
|
||||
if (numPenetrationLoops > 4) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// the CharacterController algorithm can only change the position,
|
||||
// so we don't bother to pull the rotation out of the transform
|
||||
const btTransform& transform = _ghostObject->getWorldTransform();
|
||||
_currentPosition = transform.getOrigin();
|
||||
}
|
||||
|
||||
void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar dt) {
|
||||
BT_PROFILE("playerStep");
|
||||
if (!_enabled) {
|
||||
return; // no motion
|
||||
}
|
||||
|
||||
// Update fall velocity.
|
||||
if (_isHovering) {
|
||||
const btScalar MIN_HOVER_VERTICAL_VELOCITY = 0.1f;
|
||||
if (fabsf(_verticalVelocity) < MIN_HOVER_VERTICAL_VELOCITY) {
|
||||
_verticalVelocity = 0.0f;
|
||||
} else {
|
||||
const btScalar HOVER_RELAXATION_TIMESCALE = 0.8f;
|
||||
_verticalVelocity *= (1.0f - dt / HOVER_RELAXATION_TIMESCALE);
|
||||
}
|
||||
} else {
|
||||
_verticalVelocity -= _gravity * dt;
|
||||
if (_verticalVelocity > _jumpSpeed) {
|
||||
_verticalVelocity = _jumpSpeed;
|
||||
} else if (_verticalVelocity < -_maxFallSpeed) {
|
||||
_verticalVelocity = -_maxFallSpeed;
|
||||
}
|
||||
}
|
||||
_verticalOffset = _verticalVelocity * dt;
|
||||
|
||||
btTransform xform;
|
||||
xform = _ghostObject->getWorldTransform();
|
||||
|
||||
// the algorithm is as follows:
|
||||
// (1) step the character up a little bit so that its forward step doesn't hit the floor
|
||||
// (2) step the character forward
|
||||
// (3) step the character down looking for new ledges, the original floor, or a floor one step below where we started
|
||||
|
||||
scanDown(collisionWorld);
|
||||
|
||||
stepUp(collisionWorld);
|
||||
|
||||
// compute substep and decrement total interval
|
||||
btScalar dtMoving = (dt < _velocityTimeInterval) ? dt : _velocityTimeInterval;
|
||||
_velocityTimeInterval -= dt;
|
||||
_stepDt += dt;
|
||||
|
||||
// stepForward substep
|
||||
btVector3 move = _walkDirection * dtMoving;
|
||||
stepForward(collisionWorld, move);
|
||||
|
||||
stepDown(collisionWorld, dt);
|
||||
|
||||
xform.setOrigin(_currentPosition);
|
||||
_ghostObject->setWorldTransform(xform);
|
||||
}
|
||||
|
||||
void CharacterController::setMaxFallSpeed(btScalar speed) {
|
||||
_maxFallSpeed = speed;
|
||||
}
|
||||
|
||||
void CharacterController::setJumpSpeed(btScalar jumpSpeed) {
|
||||
_jumpSpeed = jumpSpeed;
|
||||
}
|
||||
|
||||
void CharacterController::setMaxJumpHeight(btScalar maxJumpHeight) {
|
||||
_maxJumpHeight = maxJumpHeight;
|
||||
}
|
||||
|
||||
bool CharacterController::canJump() const {
|
||||
return _isOnGround;
|
||||
}
|
||||
|
||||
void CharacterController::jump() {
|
||||
_pendingFlags |= PENDING_FLAG_JUMP;
|
||||
|
||||
// check for case where user is holding down "jump" key...
|
||||
// we'll eventually tansition to "hover"
|
||||
if (!_isHovering) {
|
||||
if (!_isJumping) {
|
||||
_jumpToHoverStart = usecTimestampNow();
|
||||
} else {
|
||||
quint64 now = usecTimestampNow();
|
||||
const quint64 JUMP_TO_HOVER_PERIOD = USECS_PER_SECOND;
|
||||
if (now - _jumpToHoverStart > JUMP_TO_HOVER_PERIOD) {
|
||||
_isHovering = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::setGravity(btScalar gravity) {
|
||||
_gravity = gravity;
|
||||
}
|
||||
|
||||
btScalar CharacterController::getGravity() const {
|
||||
return _gravity;
|
||||
}
|
||||
|
||||
void CharacterController::setMaxSlope(btScalar slopeRadians) {
|
||||
_maxSlopeRadians = slopeRadians;
|
||||
_maxSlopeCosine = btCos(slopeRadians);
|
||||
}
|
||||
|
||||
btScalar CharacterController::getMaxSlope() const {
|
||||
return _maxSlopeRadians;
|
||||
}
|
||||
|
||||
bool CharacterController::onGround() const {
|
||||
return _isOnGround;
|
||||
}
|
||||
|
||||
void CharacterController::debugDraw(btIDebugDraw* debugDrawer) {
|
||||
}
|
||||
|
||||
void CharacterController::setUpInterpolate(bool value) {
|
||||
// This method is required by btCharacterControllerInterface, but it does nothing.
|
||||
// What it used to do was determine whether stepUp() would: stop where it hit the ceiling
|
||||
// (interpolate = true, and now default behavior) or happily penetrate objects above the avatar.
|
||||
}
|
||||
|
||||
void CharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
|
||||
_boxScale = scale;
|
||||
|
||||
float x = _boxScale.x;
|
||||
float z = _boxScale.z;
|
||||
float radius = 0.5f * sqrtf(0.5f * (x * x + z * z));
|
||||
float halfHeight = 0.5f * _boxScale.y - radius;
|
||||
float MIN_HALF_HEIGHT = 0.1f;
|
||||
if (halfHeight < MIN_HALF_HEIGHT) {
|
||||
halfHeight = MIN_HALF_HEIGHT;
|
||||
}
|
||||
|
||||
// compare dimensions
|
||||
float radiusDelta = glm::abs(radius - _radius);
|
||||
float heightDelta = glm::abs(halfHeight - _halfHeight);
|
||||
if (radiusDelta < FLT_EPSILON && heightDelta < FLT_EPSILON) {
|
||||
// shape hasn't changed --> nothing to do
|
||||
} else {
|
||||
if (_dynamicsWorld) {
|
||||
// must REMOVE from world prior to shape update
|
||||
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
|
||||
}
|
||||
_pendingFlags |= PENDING_FLAG_UPDATE_SHAPE;
|
||||
// only need to ADD back when we happen to be enabled
|
||||
if (_enabled) {
|
||||
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
|
||||
}
|
||||
}
|
||||
|
||||
// it's ok to change offset immediately -- there are no thread safety issues here
|
||||
_shapeLocalOffset = corner + 0.5f * _boxScale;
|
||||
}
|
||||
|
||||
bool CharacterController::needsAddition() const {
|
||||
return (bool)(_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION);
|
||||
}
|
||||
|
||||
bool CharacterController::needsRemoval() const {
|
||||
return (bool)(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION);
|
||||
}
|
||||
|
||||
void CharacterController::setEnabled(bool enabled) {
|
||||
if (enabled != _enabled) {
|
||||
if (enabled) {
|
||||
// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
|
||||
// Setting the ADD bit here works for all cases so we don't even bother checking other bits.
|
||||
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
|
||||
_isHovering = true;
|
||||
_verticalVelocity = 0.0f;
|
||||
} else {
|
||||
if (_dynamicsWorld) {
|
||||
_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
|
||||
}
|
||||
_pendingFlags &= ~ PENDING_FLAG_ADD_TO_SIMULATION;
|
||||
_isOnGround = false;
|
||||
}
|
||||
_enabled = enabled;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||
if (_dynamicsWorld != world) {
|
||||
if (_dynamicsWorld) {
|
||||
if (_ghostObject) {
|
||||
_dynamicsWorld->removeCollisionObject(_ghostObject);
|
||||
_dynamicsWorld->removeAction(this);
|
||||
}
|
||||
_dynamicsWorld = NULL;
|
||||
}
|
||||
if (world && _ghostObject) {
|
||||
_dynamicsWorld = world;
|
||||
_pendingFlags &= ~ PENDING_FLAG_JUMP;
|
||||
_dynamicsWorld->addCollisionObject(_ghostObject,
|
||||
btBroadphaseProxy::CharacterFilter,
|
||||
btBroadphaseProxy::StaticFilter | btBroadphaseProxy::DefaultFilter);
|
||||
_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 CharacterController::updateShapeIfNecessary() {
|
||||
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
|
||||
assert(!(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION));
|
||||
_pendingFlags &= ~ PENDING_FLAG_UPDATE_SHAPE;
|
||||
// make sure there is NO pending removal from simulation at this point
|
||||
// (don't want to delete _ghostObject out from under the simulation)
|
||||
// delete shape and GhostObject
|
||||
delete _ghostObject;
|
||||
_ghostObject = NULL;
|
||||
delete _convexShape;
|
||||
_convexShape = NULL;
|
||||
|
||||
// compute new dimensions from avatar's bounding box
|
||||
float x = _boxScale.x;
|
||||
float z = _boxScale.z;
|
||||
_radius = 0.5f * sqrtf(0.5f * (x * x + z * z));
|
||||
_halfHeight = 0.5f * _boxScale.y - _radius;
|
||||
float MIN_HALF_HEIGHT = 0.1f;
|
||||
if (_halfHeight < MIN_HALF_HEIGHT) {
|
||||
_halfHeight = MIN_HALF_HEIGHT;
|
||||
}
|
||||
// NOTE: _shapeLocalOffset is already computed
|
||||
|
||||
if (_radius > 0.0f) {
|
||||
// create new ghost
|
||||
_ghostObject = new btPairCachingGhostObject();
|
||||
_ghostObject->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()),
|
||||
glmToBullet(_avatarData->getPosition())));
|
||||
// stepHeight affects the heights of ledges that the character can ascend
|
||||
_stepUpHeight = _radius + 0.25f * _halfHeight + 0.1f;
|
||||
_stepDownHeight = _radius;
|
||||
|
||||
// create new shape
|
||||
_convexShape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
|
||||
_ghostObject->setCollisionShape(_convexShape);
|
||||
_ghostObject->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
|
||||
} else {
|
||||
// TODO: handle this failure case
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::preSimulation(btScalar timeStep) {
|
||||
BT_PROFILE("preSimulation");
|
||||
if (_enabled && _dynamicsWorld) {
|
||||
glm::quat rotation = _avatarData->getOrientation();
|
||||
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
|
||||
glm::vec3 position = _avatarData->getPosition() + rotation * _shapeLocalOffset;
|
||||
btVector3 walkVelocity = glmToBullet(_avatarData->getVelocity());
|
||||
|
||||
_ghostObject->setWorldTransform(btTransform(glmToBullet(rotation), glmToBullet(position)));
|
||||
setVelocityForTimeInterval(walkVelocity, timeStep);
|
||||
if (_pendingFlags & PENDING_FLAG_JUMP) {
|
||||
_pendingFlags &= ~ PENDING_FLAG_JUMP;
|
||||
if (canJump()) {
|
||||
_verticalVelocity = _jumpSpeed;
|
||||
_isJumping = true;
|
||||
}
|
||||
}
|
||||
// remember last position so we can throttle the total motion from the next step
|
||||
_lastPosition = position;
|
||||
_stepDt = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::postSimulation() {
|
||||
BT_PROFILE("postSimulation");
|
||||
if (_enabled && _ghostObject) {
|
||||
const btTransform& avatarTransform = _ghostObject->getWorldTransform();
|
||||
glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
|
||||
glm::vec3 position = bulletToGLM(avatarTransform.getOrigin());
|
||||
|
||||
// cap the velocity of the step so that the character doesn't POP! so hard on steps
|
||||
glm::vec3 finalStep = position - _lastPosition;
|
||||
btVector3 finalVelocity = _walkDirection;
|
||||
finalVelocity += _verticalVelocity * _currentUp;
|
||||
const btScalar MAX_RESOLUTION_SPEED = 5.0f; // m/sec
|
||||
btScalar maxStepLength = glm::max(MAX_RESOLUTION_SPEED, 2.0f * finalVelocity.length()) * _stepDt;
|
||||
btScalar stepLength = glm::length(finalStep);
|
||||
if (stepLength > maxStepLength) {
|
||||
position = _lastPosition + (maxStepLength / stepLength) * finalStep;
|
||||
// NOTE: we don't need to move ghostObject to throttled position unless
|
||||
// we want to support do async ray-traces/collision-queries against character
|
||||
}
|
||||
|
||||
_avatarData->setOrientation(rotation);
|
||||
_avatarData->setPosition(position - rotation * _shapeLocalOffset);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,181 +0,0 @@
|
|||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
|
||||
2015.03.25 -- modified by Andrew Meadows andrew@highfidelity.io
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
|
||||
If you use this software in a product, an acknowledgment in the product documentation would be appreciated but
|
||||
is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
#ifndef hifi_CharacterController_h
|
||||
#define hifi_CharacterController_h
|
||||
|
||||
#include <AvatarData.h>
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
|
||||
#include <BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h>
|
||||
|
||||
|
||||
class btConvexShape;
|
||||
class btCollisionWorld;
|
||||
class btCollisionDispatcher;
|
||||
class btPairCachingGhostObject;
|
||||
|
||||
///CharacterController is a custom version of btKinematicCharacterController
|
||||
|
||||
///btKinematicCharacterController is an object that supports a sliding motion in a world.
|
||||
///It uses a ghost object and convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations.
|
||||
///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user.
|
||||
|
||||
|
||||
ATTRIBUTE_ALIGNED16(class) CharacterController : public btCharacterControllerInterface
|
||||
{
|
||||
protected:
|
||||
///this is the desired walk direction, set by the user
|
||||
btVector3 _walkDirection;
|
||||
btVector3 _normalizedDirection;
|
||||
|
||||
//some internal variables
|
||||
btVector3 _currentPosition;
|
||||
btVector3 _currentUp;
|
||||
btVector3 _targetPosition;
|
||||
glm::vec3 _lastPosition;
|
||||
btVector3 _floorNormal; // points from object to character
|
||||
|
||||
glm::vec3 _shapeLocalOffset;
|
||||
glm::vec3 _boxScale; // used to compute capsule shape
|
||||
|
||||
AvatarData* _avatarData = NULL;
|
||||
btPairCachingGhostObject* _ghostObject = NULL;
|
||||
|
||||
btConvexShape* _convexShape;//is also in _ghostObject, but it needs to be convex, so we store it here to avoid upcast
|
||||
btScalar _radius;
|
||||
btScalar _halfHeight;
|
||||
|
||||
btScalar _verticalVelocity;
|
||||
btScalar _verticalOffset; // fall distance from velocity this frame
|
||||
btScalar _maxFallSpeed;
|
||||
btScalar _jumpSpeed;
|
||||
btScalar _maxJumpHeight;
|
||||
btScalar _maxSlopeRadians; // Slope angle that is set (used for returning the exact value)
|
||||
btScalar _maxSlopeCosine; // Cosine equivalent of _maxSlopeRadians (calculated once when set, for optimization)
|
||||
btScalar _gravity;
|
||||
|
||||
btScalar _stepUpHeight; // height of stepUp prior to stepForward
|
||||
btScalar _stepDownHeight; // height of stepDown
|
||||
|
||||
btScalar _addedMargin;//@todo: remove this and fix the code
|
||||
|
||||
btScalar _lastStepUp;
|
||||
|
||||
///keep track of the contact manifolds
|
||||
btManifoldArray _manifoldArray;
|
||||
|
||||
bool _touchingContact;
|
||||
|
||||
bool _enabled;
|
||||
bool _isOnGround;
|
||||
bool _isJumping;
|
||||
bool _isHovering;
|
||||
quint64 _jumpToHoverStart;
|
||||
btScalar _velocityTimeInterval;
|
||||
btScalar _stepDt;
|
||||
uint32_t _pendingFlags;
|
||||
|
||||
btDynamicsWorld* _dynamicsWorld = NULL;
|
||||
|
||||
btVector3 computeReflectionDirection(const btVector3& direction, const btVector3& normal);
|
||||
btVector3 parallelComponent(const btVector3& direction, const btVector3& normal);
|
||||
btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal);
|
||||
|
||||
bool recoverFromPenetration(btCollisionWorld* collisionWorld);
|
||||
void scanDown(btCollisionWorld* collisionWorld);
|
||||
void stepUp(btCollisionWorld* collisionWorld);
|
||||
void updateTargetPositionBasedOnCollision(const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
|
||||
void stepForward(btCollisionWorld* collisionWorld, const btVector3& walkMove);
|
||||
void stepDown(btCollisionWorld* collisionWorld, btScalar dt);
|
||||
void createShapeAndGhost();
|
||||
public:
|
||||
|
||||
BT_DECLARE_ALIGNED_ALLOCATOR();
|
||||
|
||||
CharacterController(AvatarData* avatarData);
|
||||
~CharacterController();
|
||||
|
||||
|
||||
///btActionInterface interface
|
||||
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) {
|
||||
preStep(collisionWorld);
|
||||
playerStep(collisionWorld, deltaTime);
|
||||
}
|
||||
|
||||
///btActionInterface interface
|
||||
void debugDraw(btIDebugDraw* debugDrawer);
|
||||
|
||||
/// This should probably be called setPositionIncrementPerSimulatorStep.
|
||||
/// This is neither a direction nor a velocity, but the amount to
|
||||
/// increment the position each simulation iteration, regardless
|
||||
/// of dt.
|
||||
/// This call will reset any velocity set by setVelocityForTimeInterval().
|
||||
virtual void setWalkDirection(const btVector3& walkDirection);
|
||||
|
||||
/// Caller provides a velocity with which the character should move for
|
||||
/// the given time period. After the time period, velocity is reset
|
||||
/// to zero.
|
||||
/// This call will reset any walk direction set by setWalkDirection().
|
||||
/// Negative time intervals will result in no motion.
|
||||
virtual void setVelocityForTimeInterval(const btVector3& velocity,
|
||||
btScalar timeInterval);
|
||||
|
||||
virtual void reset(btCollisionWorld* collisionWorld );
|
||||
virtual void warp(const btVector3& origin);
|
||||
|
||||
virtual void preStep(btCollisionWorld* collisionWorld);
|
||||
virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt);
|
||||
|
||||
virtual bool canJump() const;
|
||||
virtual void jump();
|
||||
virtual bool onGround() const;
|
||||
|
||||
void setMaxFallSpeed(btScalar speed);
|
||||
void setJumpSpeed(btScalar jumpSpeed);
|
||||
void setMaxJumpHeight(btScalar maxJumpHeight);
|
||||
|
||||
void setGravity(btScalar gravity);
|
||||
btScalar getGravity() const;
|
||||
|
||||
/// The max slope determines the maximum angle that the controller can walk up.
|
||||
/// The slope angle is measured in radians.
|
||||
void setMaxSlope(btScalar slopeRadians);
|
||||
btScalar getMaxSlope() const;
|
||||
|
||||
btPairCachingGhostObject* getGhostObject();
|
||||
|
||||
void setUpInterpolate(bool value);
|
||||
|
||||
bool needsRemoval() const;
|
||||
bool needsAddition() const;
|
||||
void setEnabled(bool enabled);
|
||||
bool isEnabled() const { return _enabled; }
|
||||
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();
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterController_h
|
Loading…
Reference in a new issue