diff --git a/interface/src/avatar/AvatarMotionState.cpp b/interface/src/avatar/AvatarMotionState.cpp index 900c1c0a11..beb7e34439 100644 --- a/interface/src/avatar/AvatarMotionState.cpp +++ b/interface/src/avatar/AvatarMotionState.cpp @@ -21,6 +21,17 @@ AvatarMotionState::AvatarMotionState(AvatarSharedPointer avatar, const btCollisi _type = MOTIONSTATE_TYPE_AVATAR; } +void AvatarMotionState::handleEasyChanges(uint32_t& flags) { + ObjectMotionState::handleEasyChanges(flags); + if (flags & Simulation::DIRTY_PHYSICS_ACTIVATION && !_body->isActive()) { + _body->activate(); + } +} + +bool AvatarMotionState::handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) { + return ObjectMotionState::handleHardAndEasyChanges(flags, engine); +} + AvatarMotionState::~AvatarMotionState() { assert(_avatar); _avatar = nullptr; @@ -46,6 +57,9 @@ PhysicsMotionType AvatarMotionState::computePhysicsMotionType() const { const btCollisionShape* AvatarMotionState::computeNewShape() { ShapeInfo shapeInfo; std::static_pointer_cast(_avatar)->computeShapeInfo(shapeInfo); + glm::vec3 halfExtents = shapeInfo.getHalfExtents(); + halfExtents.y = 0.0f; + _diameter = 2.0f * glm::length(halfExtents); return getShapeManager()->getShape(shapeInfo); } @@ -60,25 +74,31 @@ void AvatarMotionState::getWorldTransform(btTransform& worldTrans) const { worldTrans.setRotation(glmToBullet(getObjectRotation())); if (_body) { _body->setLinearVelocity(glmToBullet(getObjectLinearVelocity())); - _body->setAngularVelocity(glmToBullet(getObjectLinearVelocity())); + _body->setAngularVelocity(glmToBullet(getObjectAngularVelocity())); } } // virtual void AvatarMotionState::setWorldTransform(const btTransform& worldTrans) { - // HACK: The PhysicsEngine does not actually move OTHER avatars -- instead it slaves their local RigidBody to the transform - // as specified by a remote simulation. However, to give the remote simulation time to respond to our own objects we tie - // the other avatar's body to its true position with a simple spring. This is a HACK that will have to be improved later. const float SPRING_TIMESCALE = 0.5f; float tau = PHYSICS_ENGINE_FIXED_SUBSTEP / SPRING_TIMESCALE; btVector3 currentPosition = worldTrans.getOrigin(); - btVector3 targetPosition = glmToBullet(getObjectPosition()); - btTransform newTransform; - newTransform.setOrigin((1.0f - tau) * currentPosition + tau * targetPosition); - newTransform.setRotation(glmToBullet(getObjectRotation())); - _body->setWorldTransform(newTransform); - _body->setLinearVelocity(glmToBullet(getObjectLinearVelocity())); - _body->setAngularVelocity(glmToBullet(getObjectLinearVelocity())); + btVector3 offsetToTarget = glmToBullet(getObjectPosition()) - currentPosition; + float distance = offsetToTarget.length(); + if ((1.0f - tau) * distance > _diameter) { + // the avatar body is far from its target --> slam position + btTransform newTransform; + newTransform.setOrigin(currentPosition + offsetToTarget); + newTransform.setRotation(glmToBullet(getObjectRotation())); + _body->setWorldTransform(newTransform); + _body->setLinearVelocity(glmToBullet(getObjectLinearVelocity())); + _body->setAngularVelocity(glmToBullet(getObjectAngularVelocity())); + } else { + // the avatar body is near its target --> slam velocity + btVector3 velocity = glmToBullet(getObjectLinearVelocity()) + (1.0f / SPRING_TIMESCALE) * offsetToTarget; + _body->setLinearVelocity(velocity); + _body->setAngularVelocity(glmToBullet(getObjectAngularVelocity())); + } } // These pure virtual methods must be implemented for each MotionState type @@ -145,3 +165,8 @@ void AvatarMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& ma mask = Physics::getDefaultCollisionMask(group); } +// virtual +float AvatarMotionState::getMass() const { + return std::static_pointer_cast(_avatar)->computeMass(); +} + diff --git a/interface/src/avatar/AvatarMotionState.h b/interface/src/avatar/AvatarMotionState.h index 90bd2a60ac..73fb853312 100644 --- a/interface/src/avatar/AvatarMotionState.h +++ b/interface/src/avatar/AvatarMotionState.h @@ -23,6 +23,9 @@ class AvatarMotionState : public ObjectMotionState { public: AvatarMotionState(AvatarSharedPointer avatar, const btCollisionShape* shape); + virtual void handleEasyChanges(uint32_t& flags) override; + virtual bool handleHardAndEasyChanges(uint32_t& flags, PhysicsEngine* engine) override; + virtual PhysicsMotionType getMotionType() const override { return _motionType; } virtual uint32_t getIncomingDirtyFlags() override; @@ -64,6 +67,8 @@ public: virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override; + virtual float getMass() const override; + friend class AvatarManager; friend class Avatar; @@ -76,6 +81,7 @@ protected: virtual const btCollisionShape* computeNewShape() override; AvatarSharedPointer _avatar; + float _diameter { 0.0f }; uint32_t _dirtyFlags; }; diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp index 048b8b1633..da829b23e4 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp +++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp @@ -799,7 +799,6 @@ bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const { return true; } -// virtual void Avatar::simulateAttachments(float deltaTime) { assert(_attachmentModels.size() == _attachmentModelsTexturesLoaded.size()); PerformanceTimer perfTimer("attachments"); @@ -1482,12 +1481,14 @@ void Avatar::updateDisplayNameAlpha(bool showDisplayName) { } } -// virtual void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) { float uniformScale = getModelScale(); - shapeInfo.setCapsuleY(uniformScale * _skeletonModel->getBoundingCapsuleRadius(), - 0.5f * uniformScale * _skeletonModel->getBoundingCapsuleHeight()); - shapeInfo.setOffset(uniformScale * _skeletonModel->getBoundingCapsuleOffset()); + float radius = uniformScale * _skeletonModel->getBoundingCapsuleRadius(); + float height = uniformScale * _skeletonModel->getBoundingCapsuleHeight(); + shapeInfo.setCapsuleY(radius, 0.5f * height); + + glm::vec3 offset = uniformScale * _skeletonModel->getBoundingCapsuleOffset(); + shapeInfo.setOffset(offset); } void Avatar::getCapsule(glm::vec3& start, glm::vec3& end, float& radius) { @@ -1510,9 +1511,8 @@ float Avatar::computeMass() { return _density * TWO_PI * radius * radius * (glm::length(end - start) + 2.0f * radius / 3.0f); } -// virtual void Avatar::rebuildCollisionShape() { - addPhysicsFlags(Simulation::DIRTY_SHAPE); + addPhysicsFlags(Simulation::DIRTY_SHAPE | Simulation::DIRTY_MASS); } void Avatar::setPhysicsCallback(AvatarPhysicsCallback cb) { diff --git a/libraries/physics/src/ObjectMotionState.h b/libraries/physics/src/ObjectMotionState.h index fbda9366fc..e1cf5a4285 100644 --- a/libraries/physics/src/ObjectMotionState.h +++ b/libraries/physics/src/ObjectMotionState.h @@ -111,7 +111,7 @@ public: virtual PhysicsMotionType getMotionType() const { return _motionType; } void setMass(float mass); - float getMass() const; + virtual float getMass() const; void setBodyLinearVelocity(const glm::vec3& velocity) const; void setBodyAngularVelocity(const glm::vec3& velocity) const;