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Merge pull request #8605 from AndrewMeadows/oobe
add kinematic character controller to enable physics sweep tests near avatar
This commit is contained in:
commit
530fb18108
15 changed files with 789 additions and 50 deletions
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@ -506,6 +506,11 @@ Menu::Menu() {
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avatar, SLOT(updateMotionBehaviorFromMenu()),
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UNSPECIFIED_POSITION, "Developer");
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// KINEMATIC_CONTROLLER_HACK
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::MoveKinematically, 0, false,
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avatar, SLOT(updateMotionBehaviorFromMenu()),
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UNSPECIFIED_POSITION, "Developer");
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// Developer > Hands >>>
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MenuWrapper* handOptionsMenu = developerMenu->addMenu("Hands");
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::DisplayHandTargets, 0, false,
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@ -189,6 +189,7 @@ namespace MenuOption {
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const QString UseAudioForMouth = "Use Audio for Mouth";
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const QString UseCamera = "Use Camera";
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const QString UseAnimPreAndPostRotations = "Use Anim Pre and Post Rotations";
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const QString MoveKinematically = "Move Kinematically"; // KINEMATIC_CONTROLLER_HACK
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const QString VelocityFilter = "Velocity Filter";
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const QString VisibleToEveryone = "Everyone";
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const QString VisibleToFriends = "Friends";
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@ -1328,6 +1328,8 @@ void MyAvatar::prepareForPhysicsSimulation() {
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}
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void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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// ANDREW TODO -- measure maxHipOffsetRadius here and transmit that to Rig
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glm::vec3 position = getPosition();
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glm::quat orientation = getOrientation();
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if (_characterController.isEnabledAndReady()) {
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@ -1933,6 +1935,10 @@ void MyAvatar::updateMotionBehaviorFromMenu() {
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_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
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}
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// KINEMATIC_CONTROLLER_HACK
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bool moveKinematically = menu->isOptionChecked(MenuOption::MoveKinematically);
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_characterController.setMoveKinematically(moveKinematically);
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setAvatarCollisionsEnabled(menu->isOptionChecked(MenuOption::EnableAvatarCollisions));
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}
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@ -492,6 +492,7 @@ private:
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ThreadSafeValueCache<controller::Pose> _rightHandControllerPoseInSensorFrameCache { controller::Pose() };
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bool _hmdLeanRecenterEnabled = true;
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bool _moveKinematically { false }; // KINEMATIC_CONTROLLER_HACK
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float AVATAR_MOVEMENT_ENERGY_CONSTANT { 0.001f };
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float AUDIO_ENERGY_CONSTANT { 0.000001f };
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@ -37,7 +37,7 @@ void MyCharacterController::updateShapeIfNecessary() {
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// compute new dimensions from avatar's bounding box
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float x = _boxScale.x;
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float z = _boxScale.z;
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_radius = 0.5f * sqrtf(0.5f * (x * x + z * z));
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setCapsuleRadius(0.5f * sqrtf(0.5f * (x * x + z * z)));
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_halfHeight = 0.5f * _boxScale.y - _radius;
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float MIN_HALF_HEIGHT = 0.1f;
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if (_halfHeight < MIN_HALF_HEIGHT) {
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@ -74,7 +74,13 @@ void MyCharacterController::updateShapeIfNecessary() {
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} else {
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_rigidBody->setGravity(DEFAULT_CHARACTER_GRAVITY * _currentUp);
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}
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//_rigidBody->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
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// KINEMATIC_CONTROLLER_HACK
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if (_moveKinematically) {
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_rigidBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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} else {
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_rigidBody->setCollisionFlags(_rigidBody->getCollisionFlags() &
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~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT));
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}
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} else {
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// TODO: handle this failure case
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}
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@ -11,6 +11,8 @@
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#include "CharacterController.h"
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//#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
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#include <NumericalConstants.h>
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#include "ObjectMotionState.h"
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@ -102,6 +104,7 @@ bool CharacterController::needsAddition() const {
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void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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if (_dynamicsWorld != world) {
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// remove from old world
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if (_dynamicsWorld) {
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if (_rigidBody) {
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_dynamicsWorld->removeRigidBody(_rigidBody);
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@ -110,6 +113,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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_dynamicsWorld = nullptr;
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}
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if (world && _rigidBody) {
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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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// Before adding the RigidBody to the world we must save its oldGravity to the side
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@ -119,7 +123,18 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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_dynamicsWorld->addAction(this);
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// restore gravity settings
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_rigidBody->setGravity(oldGravity);
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btCollisionShape* shape = _rigidBody->getCollisionShape();
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assert(shape && shape->getShapeType() == CAPSULE_SHAPE_PROXYTYPE);
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_ghost.setCharacterCapsule(static_cast<btCapsuleShape*>(shape)); // KINEMATIC_CONTROLLER_HACK
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}
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// KINEMATIC_CONTROLLER_HACK
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_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
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_ghost.setCollisionWorld(_dynamicsWorld);
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_ghost.setDistanceToFeet(_radius + _halfHeight);
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_ghost.setMaxStepHeight(0.75f * (_radius + _halfHeight)); // HACK
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_ghost.setMinWallAngle(PI / 4.0f); // HACK
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_ghost.setUpDirection(_currentUp);
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_ghost.setGravity(DEFAULT_CHARACTER_GRAVITY);
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}
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if (_dynamicsWorld) {
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if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
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@ -188,54 +203,67 @@ const btScalar MIN_TARGET_SPEED_SQUARED = MIN_TARGET_SPEED * MIN_TARGET_SPEED;
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void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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btVector3 velocity = _rigidBody->getLinearVelocity() - _parentVelocity;
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computeNewVelocity(dt, velocity);
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_rigidBody->setLinearVelocity(velocity + _parentVelocity);
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// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
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// Rather than add this velocity to velocity the RigidBody, we explicitly teleport the RigidBody towards its goal.
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// This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate().
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if (_moveKinematically) {
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// KINEMATIC_CONTROLLER_HACK
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btTransform transform = _rigidBody->getWorldTransform();
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transform.setOrigin(_ghost.getWorldTransform().getOrigin());
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_ghost.setWorldTransform(transform);
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_ghost.setMotorVelocity(_simpleMotorVelocity);
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float overshoot = 1.0f * _radius;
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_ghost.move(dt, overshoot);
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_rigidBody->setWorldTransform(_ghost.getWorldTransform());
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_rigidBody->setLinearVelocity(_ghost.getLinearVelocity());
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} else {
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// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
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// Rather than add this velocity to velocity the RigidBody, we explicitly teleport the RigidBody towards its goal.
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// This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate().
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if (_following) {
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// OUTOFBODY_HACK -- these consts were copied from elsewhere, and then tuned
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const float NORMAL_WALKING_SPEED = 0.5f;
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const float FOLLOW_TIME = 0.8f;
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const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f);
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_rigidBody->setLinearVelocity(velocity + _parentVelocity);
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if (_following) {
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// OUTOFBODY_HACK -- these consts were copied from elsewhere, and then tuned
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const float NORMAL_WALKING_SPEED = 0.5f;
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const float FOLLOW_TIME = 0.8f;
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const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f);
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const float MAX_ANGULAR_SPEED = FOLLOW_ROTATION_THRESHOLD / FOLLOW_TIME;
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const float MAX_ANGULAR_SPEED = FOLLOW_ROTATION_THRESHOLD / FOLLOW_TIME;
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btTransform bodyTransform = _rigidBody->getWorldTransform();
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btTransform bodyTransform = _rigidBody->getWorldTransform();
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btVector3 startPos = bodyTransform.getOrigin();
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btVector3 deltaPos = _followDesiredBodyTransform.getOrigin() - startPos;
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btVector3 vel = deltaPos * (0.5f / dt);
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btScalar speed = vel.length();
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if (speed > NORMAL_WALKING_SPEED) {
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vel *= NORMAL_WALKING_SPEED / speed;
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btVector3 startPos = bodyTransform.getOrigin();
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btVector3 deltaPos = _followDesiredBodyTransform.getOrigin() - startPos;
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btVector3 vel = deltaPos * (0.5f / dt);
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btScalar speed = vel.length();
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if (speed > NORMAL_WALKING_SPEED) {
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vel *= NORMAL_WALKING_SPEED / speed;
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}
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btVector3 linearDisplacement = vel * dt;
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btVector3 endPos = startPos + linearDisplacement;
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btQuaternion startRot = bodyTransform.getRotation();
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glm::vec2 currentFacing = getFacingDir2D(bulletToGLM(startRot));
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glm::vec2 currentRight(currentFacing.y, -currentFacing.x);
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glm::vec2 desiredFacing = getFacingDir2D(bulletToGLM(_followDesiredBodyTransform.getRotation()));
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float deltaAngle = acosf(glm::clamp(glm::dot(currentFacing, desiredFacing), -1.0f, 1.0f));
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float angularSpeed = 0.5f * deltaAngle / dt;
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if (angularSpeed > MAX_ANGULAR_SPEED) {
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angularSpeed *= MAX_ANGULAR_SPEED / angularSpeed;
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}
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float sign = copysignf(1.0f, glm::dot(desiredFacing, currentRight));
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btQuaternion angularDisplacement = btQuaternion(btVector3(0.0f, 1.0f, 0.0f), sign * angularSpeed * dt);
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btQuaternion endRot = angularDisplacement * startRot;
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// in order to accumulate displacement of avatar position, we need to take _shapeLocalOffset into account.
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btVector3 shapeLocalOffset = glmToBullet(_shapeLocalOffset);
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btVector3 swingDisplacement = rotateVector(endRot, -shapeLocalOffset) - rotateVector(startRot, -shapeLocalOffset);
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_followLinearDisplacement = linearDisplacement + swingDisplacement + _followLinearDisplacement;
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_followAngularDisplacement = angularDisplacement * _followAngularDisplacement;
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_rigidBody->setWorldTransform(btTransform(endRot, endPos));
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}
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btVector3 linearDisplacement = vel * dt;
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btVector3 endPos = startPos + linearDisplacement;
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btQuaternion startRot = bodyTransform.getRotation();
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glm::vec2 currentFacing = getFacingDir2D(bulletToGLM(startRot));
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glm::vec2 currentRight(currentFacing.y, -currentFacing.x);
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glm::vec2 desiredFacing = getFacingDir2D(bulletToGLM(_followDesiredBodyTransform.getRotation()));
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float deltaAngle = acosf(glm::clamp(glm::dot(currentFacing, desiredFacing), -1.0f, 1.0f));
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float angularSpeed = 0.5f * deltaAngle / dt;
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if (angularSpeed > MAX_ANGULAR_SPEED) {
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angularSpeed *= MAX_ANGULAR_SPEED / angularSpeed;
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}
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float sign = copysignf(1.0f, glm::dot(desiredFacing, currentRight));
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btQuaternion angularDisplacement = btQuaternion(btVector3(0.0f, 1.0f, 0.0f), sign * angularSpeed * dt);
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btQuaternion endRot = angularDisplacement * startRot;
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// in order to accumulate displacement of avatar position, we need to take _shapeLocalOffset into account.
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btVector3 shapeLocalOffset = glmToBullet(_shapeLocalOffset);
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btVector3 swingDisplacement = rotateVector(endRot, -shapeLocalOffset) - rotateVector(startRot, -shapeLocalOffset);
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_followLinearDisplacement = linearDisplacement + swingDisplacement + _followLinearDisplacement;
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_followAngularDisplacement = angularDisplacement * _followAngularDisplacement;
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_rigidBody->setWorldTransform(btTransform(endRot, endPos));
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_followTime += dt;
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_ghost.setWorldTransform(_rigidBody->getWorldTransform());
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}
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}
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@ -329,6 +357,7 @@ void CharacterController::setCollisionGroup(int16_t group) {
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if (_collisionGroup != group) {
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_collisionGroup = group;
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_pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_GROUP;
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_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
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}
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}
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@ -353,6 +382,7 @@ void CharacterController::handleChangedCollisionGroup() {
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void CharacterController::updateUpAxis(const glm::quat& rotation) {
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_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
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_ghost.setUpDirection(_currentUp);
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if (_state != State::Hover && _rigidBody) {
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if (_collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS) {
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_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
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@ -414,6 +444,10 @@ glm::vec3 CharacterController::getLinearVelocity() const {
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return velocity;
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}
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void CharacterController::setCapsuleRadius(float radius) {
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_radius = radius;
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}
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glm::vec3 CharacterController::getVelocityChange() const {
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if (_rigidBody) {
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return bulletToGLM(_velocityChange);
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@ -490,6 +524,7 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
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// add components back together and rotate into world-frame
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velocity = (hVelocity + vVelocity).rotate(axis, angle);
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_simpleMotorVelocity += maxTau * (hTargetVelocity + vTargetVelocity).rotate(axis, angle);
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// store velocity and weights
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velocities.push_back(velocity);
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@ -507,6 +542,7 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
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velocities.reserve(_motors.size());
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std::vector<btScalar> weights;
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weights.reserve(_motors.size());
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_simpleMotorVelocity = btVector3(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < (int)_motors.size(); ++i) {
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applyMotor(i, dt, velocity, velocities, weights);
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}
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@ -522,6 +558,7 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
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for (size_t i = 0; i < velocities.size(); ++i) {
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velocity += (weights[i] / totalWeight) * velocities[i];
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}
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_simpleMotorVelocity /= totalWeight;
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}
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if (velocity.length2() < MIN_TARGET_SPEED_SQUARED) {
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velocity = btVector3(0.0f, 0.0f, 0.0f);
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@ -686,3 +723,10 @@ void CharacterController::setFlyingAllowed(bool value) {
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}
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}
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}
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void CharacterController::setMoveKinematically(bool kinematic) {
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if (kinematic != _moveKinematically) {
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_moveKinematically = kinematic;
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_pendingFlags |= PENDING_FLAG_UPDATE_SHAPE;
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}
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}
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@ -9,8 +9,8 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_CharacterControllerInterface_h
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#define hifi_CharacterControllerInterface_h
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#ifndef hifi_CharacterController_h
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#define hifi_CharacterController_h
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#include <assert.h>
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#include <stdint.h>
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@ -22,6 +22,7 @@
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#include <PhysicsCollisionGroups.h>
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#include "BulletUtil.h"
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#include "CharacterGhostObject.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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@ -95,6 +96,7 @@ public:
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glm::vec3 getLinearVelocity() const;
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glm::vec3 getVelocityChange() const;
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virtual void setCapsuleRadius(float radius);
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float getCapsuleRadius() const { return _radius; }
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float getCapsuleHalfHeight() const { return _halfHeight; }
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glm::vec3 getCapsuleLocalOffset() const { return _shapeLocalOffset; }
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@ -110,10 +112,6 @@ public:
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void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
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/*
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bool isEnabled() const { return _enabled; } // thread-safe
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void setEnabled(bool enabled);
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*/
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bool isEnabledAndReady() const { return _dynamicsWorld; }
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void setCollisionGroup(int16_t group);
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@ -124,6 +122,7 @@ public:
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void setFlyingAllowed(bool value);
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void setMoveKinematically(bool kinematic); // KINEMATIC_CONTROLLER_HACK
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protected:
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#ifdef DEBUG_STATE_CHANGE
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@ -146,11 +145,13 @@ protected:
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};
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std::vector<CharacterMotor> _motors;
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CharacterGhostObject _ghost; // KINEMATIC_CONTROLLER_HACK
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btVector3 _currentUp;
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btVector3 _targetVelocity;
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btVector3 _parentVelocity;
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btVector3 _preSimulationVelocity;
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btVector3 _velocityChange;
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btVector3 _simpleMotorVelocity; // KINEMATIC_CONTROLLER_HACK
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btTransform _followDesiredBodyTransform;
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btTransform _characterBodyTransform;
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@ -188,7 +189,8 @@ protected:
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uint32_t _previousFlags { 0 };
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bool _flyingAllowed { true };
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bool _moveKinematically { false }; // KINEMATIC_CONTROLLER_HACK
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int16_t _collisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
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};
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#endif // hifi_CharacterControllerInterface_h
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#endif // hifi_CharacterController_h
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|
|
378
libraries/physics/src/CharacterGhostObject.cpp
Normal file
378
libraries/physics/src/CharacterGhostObject.cpp
Normal file
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@ -0,0 +1,378 @@
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//
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// CharacterGhostObject.cpp
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// libraries/physcis/src
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//
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// Created by Andrew Meadows 2016.08.26
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "CharacterGhostObject.h"
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#include <stdint.h>
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#include <assert.h>
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#include "CharacterGhostShape.h"
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#include "CharacterRayResult.h"
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||||
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const btScalar DEFAULT_STEP_UP_HEIGHT = 0.5f;
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||||
|
||||
CharacterGhostObject::~CharacterGhostObject() {
|
||||
removeFromWorld();
|
||||
if (_ghostShape) {
|
||||
delete _ghostShape;
|
||||
_ghostShape = nullptr;
|
||||
setCollisionShape(nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setCollisionGroupAndMask(int16_t group, int16_t mask) {
|
||||
_collisionFilterGroup = group;
|
||||
_collisionFilterMask = mask;
|
||||
// TODO: if this probe is in the world reset ghostObject overlap cache
|
||||
}
|
||||
|
||||
void CharacterGhostObject::getCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
|
||||
group = _collisionFilterGroup;
|
||||
mask = _collisionFilterMask;
|
||||
}
|
||||
|
||||
|
||||
void CharacterGhostObject::setUpDirection(const btVector3& up) {
|
||||
btScalar length = up.length();
|
||||
if (length > FLT_EPSILON) {
|
||||
_upDirection /= length;
|
||||
} else {
|
||||
_upDirection = btVector3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setMotorVelocity(const btVector3& velocity) {
|
||||
_motorVelocity = velocity;
|
||||
_motorSpeed = _motorVelocity.length();
|
||||
}
|
||||
|
||||
// override of btCollisionObject::setCollisionShape()
|
||||
void CharacterGhostObject::setCharacterCapsule(btCapsuleShape* capsule) {
|
||||
assert(capsule);
|
||||
// we create our own CharacterGhostShape which has a larger Aabb for more reliable sweep tests
|
||||
if (_ghostShape) {
|
||||
delete _ghostShape;
|
||||
}
|
||||
_ghostShape = new CharacterGhostShape(capsule->getRadius(), 2.0f * capsule->getHalfHeight());
|
||||
setCollisionShape(_ghostShape);
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setCollisionWorld(btCollisionWorld* world) {
|
||||
if (world != _world) {
|
||||
removeFromWorld();
|
||||
_world = world;
|
||||
addToWorld();
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
||||
_onFloor = false;
|
||||
assert(_world && _inWorld);
|
||||
updateVelocity(dt);
|
||||
|
||||
// resolve any penetrations before sweeping
|
||||
int32_t MAX_LOOPS = 4;
|
||||
int32_t numExtractions = 0;
|
||||
btVector3 totalPosition(0.0f, 0.0f, 0.0f);
|
||||
while (numExtractions < MAX_LOOPS) {
|
||||
if (resolvePenetration(numExtractions)) {
|
||||
numExtractions = 0;
|
||||
break;
|
||||
}
|
||||
totalPosition += getWorldTransform().getOrigin();
|
||||
++numExtractions;
|
||||
}
|
||||
if (numExtractions > 1) {
|
||||
// penetration resolution was probably oscillating between opposing objects
|
||||
// so we use the average of the solutions
|
||||
totalPosition /= btScalar(numExtractions);
|
||||
btTransform transform = getWorldTransform();
|
||||
transform.setOrigin(totalPosition);
|
||||
setWorldTransform(transform);
|
||||
|
||||
// TODO: figure out how to untrap character
|
||||
}
|
||||
if (_onFloor) {
|
||||
// a floor was identified during resolvePenetration()
|
||||
_hovering = false;
|
||||
updateTraction();
|
||||
}
|
||||
|
||||
btVector3 forwardSweep = dt * _linearVelocity;
|
||||
btScalar stepDistance = forwardSweep.length();
|
||||
btScalar MIN_SWEEP_DISTANCE = 0.0001f;
|
||||
if (stepDistance < MIN_SWEEP_DISTANCE) {
|
||||
// not moving, no need to sweep
|
||||
updateHoverState(getWorldTransform());
|
||||
return;
|
||||
}
|
||||
|
||||
const btCollisionShape* shape = getCollisionShape();
|
||||
assert(shape->isConvex());
|
||||
const btConvexShape* convexShape= static_cast<const btConvexShape*>(shape);
|
||||
|
||||
// augment forwardSweep to help slow moving sweeps get over steppable ledges
|
||||
btScalar margin = shape->getMargin();
|
||||
if (overshoot < margin) {
|
||||
overshoot = margin;
|
||||
}
|
||||
btScalar longSweepDistance = stepDistance + overshoot;
|
||||
forwardSweep *= longSweepDistance / stepDistance;
|
||||
|
||||
// step forward
|
||||
CharacterSweepResult result(this);
|
||||
btTransform startTransform = getWorldTransform();
|
||||
btTransform transform = startTransform;
|
||||
btTransform nextTransform = transform;
|
||||
nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
|
||||
sweepTest(convexShape, transform, nextTransform, result); // forward
|
||||
|
||||
if (!result.hasHit()) {
|
||||
nextTransform.setOrigin(transform.getOrigin() + (stepDistance / longSweepDistance) * forwardSweep);
|
||||
setWorldTransform(nextTransform);
|
||||
updateHoverState(nextTransform);
|
||||
updateTraction();
|
||||
return;
|
||||
}
|
||||
|
||||
// check if this hit is obviously unsteppable
|
||||
btVector3 hitFromBase = result.m_hitPointWorld - (transform.getOrigin() - (_distanceToFeet * _upDirection));
|
||||
btScalar hitHeight = hitFromBase.dot(_upDirection);
|
||||
if (hitHeight > _maxStepHeight) {
|
||||
// capsule can't step over the obstacle so move forward as much as possible before we bail
|
||||
btVector3 forwardTranslation = result.m_closestHitFraction * forwardSweep;
|
||||
btScalar forwardDistance = forwardTranslation.length();
|
||||
if (forwardDistance > stepDistance) {
|
||||
forwardTranslation *= stepDistance / forwardDistance;
|
||||
}
|
||||
transform.setOrigin(transform.getOrigin() + forwardTranslation);
|
||||
setWorldTransform(transform);
|
||||
return;
|
||||
}
|
||||
// if we get here then we hit something that might be steppable
|
||||
|
||||
// remember the forward sweep hit fraction for later
|
||||
btScalar forwardSweepHitFraction = result.m_closestHitFraction;
|
||||
|
||||
// figure out how high we can step up
|
||||
btScalar availableStepHeight = measureAvailableStepHeight();
|
||||
|
||||
// raise by availableStepHeight before sweeping forward
|
||||
result.resetHitHistory();
|
||||
transform.setOrigin(startTransform.getOrigin() + availableStepHeight * _upDirection);
|
||||
nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
|
||||
sweepTest(convexShape, transform, nextTransform, result);
|
||||
if (result.hasHit()) {
|
||||
transform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * forwardSweep);
|
||||
} else {
|
||||
transform = nextTransform;
|
||||
}
|
||||
|
||||
// sweep down in search of future landing spot
|
||||
result.resetHitHistory();
|
||||
btVector3 downSweep = (dt * _linearVelocity.dot(_upDirection) - availableStepHeight) * _upDirection;
|
||||
nextTransform.setOrigin(transform.getOrigin() + downSweep);
|
||||
sweepTest(convexShape, transform, nextTransform, result);
|
||||
if (result.hasHit() && result.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent) {
|
||||
// can stand on future landing spot, so we interpolate toward it
|
||||
_floorNormal = result.m_hitNormalWorld;
|
||||
_onFloor = true;
|
||||
_hovering = false;
|
||||
nextTransform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * downSweep);
|
||||
btVector3 totalStep = nextTransform.getOrigin() - startTransform.getOrigin();
|
||||
transform.setOrigin(startTransform.getOrigin() + (stepDistance / totalStep.length()) * totalStep);
|
||||
} else {
|
||||
// either there is no future landing spot, or there is but we can't stand on it
|
||||
// in any case: we go forward as much as possible
|
||||
transform.setOrigin(startTransform.getOrigin() + forwardSweepHitFraction * (stepDistance / longSweepDistance) * forwardSweep);
|
||||
}
|
||||
setWorldTransform(transform);
|
||||
updateTraction();
|
||||
}
|
||||
|
||||
void CharacterGhostObject::removeFromWorld() {
|
||||
if (_world && _inWorld) {
|
||||
_world->removeCollisionObject(this);
|
||||
_inWorld = false;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::addToWorld() {
|
||||
if (_world && !_inWorld) {
|
||||
assert(getCollisionShape());
|
||||
setCollisionFlags(getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
|
||||
//assert(getBroadphaseHandle());
|
||||
//int16_t group = getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
//int16_t mask = getBroadphaseHandle()->m_collisionFilterMask;
|
||||
_world->addCollisionObject(this, _collisionFilterGroup, _collisionFilterMask);
|
||||
_inWorld = true;
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterGhostObject::sweepTest(
|
||||
const btConvexShape* shape,
|
||||
const btTransform& start,
|
||||
const btTransform& end,
|
||||
CharacterSweepResult& result) const {
|
||||
if (_world && _inWorld) {
|
||||
assert(shape);
|
||||
|
||||
btScalar allowedPenetration = _world->getDispatchInfo().m_allowedCcdPenetration;
|
||||
convexSweepTest(shape, start, end, result, allowedPenetration);
|
||||
|
||||
if (result.hasHit()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CharacterGhostObject::rayTest(const btVector3& start,
|
||||
const btVector3& end,
|
||||
CharacterRayResult& result) const {
|
||||
if (_world && _inWorld) {
|
||||
_world->rayTest(start, end, result);
|
||||
}
|
||||
return result.hasHit();
|
||||
}
|
||||
|
||||
bool CharacterGhostObject::resolvePenetration(int numTries) {
|
||||
assert(_world);
|
||||
// We refresh the overlapping pairCache because any previous movement may have pushed us
|
||||
// into an overlap that was not in the cache.
|
||||
refreshOverlappingPairCache();
|
||||
|
||||
// compute collision details
|
||||
btHashedOverlappingPairCache* pairCache = getOverlappingPairCache();
|
||||
_world->getDispatcher()->dispatchAllCollisionPairs(pairCache, _world->getDispatchInfo(), _world->getDispatcher());
|
||||
|
||||
// loop over contact manifolds
|
||||
btTransform transform = getWorldTransform();
|
||||
btVector3 position = transform.getOrigin();
|
||||
btVector3 minBox =btVector3(0.0f, 0.0f, 0.0f);
|
||||
btVector3 maxBox = btVector3(0.0f, 0.0f, 0.0f);
|
||||
btManifoldArray manifoldArray;
|
||||
const btScalar PENETRATION_RESOLUTION_FUDGE_FACTOR = 0.0001f; // speeds up resolvation
|
||||
|
||||
int numPairs = pairCache->getNumOverlappingPairs();
|
||||
for (int i = 0; i < numPairs; i++) {
|
||||
manifoldArray.resize(0);
|
||||
btBroadphasePair* collisionPair = &(pairCache->getOverlappingPairArray()[i]);
|
||||
|
||||
btCollisionObject* obj0 = static_cast<btCollisionObject*>(collisionPair->m_pProxy0->m_clientObject);
|
||||
btCollisionObject* obj1 = static_cast<btCollisionObject*>(collisionPair->m_pProxy1->m_clientObject);
|
||||
|
||||
if ((obj0 && !obj0->hasContactResponse()) && (obj1 && !obj1->hasContactResponse())) {
|
||||
// we know this probe has no contact response
|
||||
// but neither does the other object so skip this manifold
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!collisionPair->m_algorithm) {
|
||||
// null m_algorithm means the two shape types don't know how to collide!
|
||||
// shouldn't fall in here but just in case
|
||||
continue;
|
||||
}
|
||||
|
||||
btScalar mostFloorPenetration = 0.0f;
|
||||
collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
|
||||
for (int j = 0;j < manifoldArray.size(); j++) {
|
||||
btPersistentManifold* manifold = manifoldArray[j];
|
||||
btScalar directionSign = (manifold->getBody0() == this) ? btScalar(1.0) : btScalar(-1.0);
|
||||
for (int p = 0; p < manifold->getNumContacts(); p++) {
|
||||
const btManifoldPoint& pt = manifold->getContactPoint(p);
|
||||
if (pt.getDistance() > 0.0f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// normal always points from object to character
|
||||
btVector3 normal = directionSign * pt.m_normalWorldOnB;
|
||||
|
||||
btScalar penetrationDepth = pt.getDistance();
|
||||
if (penetrationDepth < mostFloorPenetration) { // remember penetrationDepth is negative
|
||||
btScalar normalDotUp = normal.dot(_upDirection);
|
||||
if (normalDotUp > _maxWallNormalUpComponent) {
|
||||
mostFloorPenetration = penetrationDepth;
|
||||
_floorNormal = normal;
|
||||
_onFloor = true;
|
||||
}
|
||||
}
|
||||
|
||||
btVector3 penetration = (-penetrationDepth + PENETRATION_RESOLUTION_FUDGE_FACTOR) * normal;
|
||||
minBox.setMin(penetration);
|
||||
maxBox.setMax(penetration);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
btVector3 restore = maxBox + minBox;
|
||||
if (restore.length2() > 0.0f) {
|
||||
transform.setOrigin(position + restore);
|
||||
setWorldTransform(transform);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void CharacterGhostObject::refreshOverlappingPairCache() {
|
||||
assert(_world && _inWorld);
|
||||
btVector3 minAabb, maxAabb;
|
||||
getCollisionShape()->getAabb(getWorldTransform(), minAabb, maxAabb);
|
||||
// this updates both pairCaches: world broadphase and ghostobject
|
||||
_world->getBroadphase()->setAabb(getBroadphaseHandle(), minAabb, maxAabb, _world->getDispatcher());
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateVelocity(btScalar dt) {
|
||||
if (_hovering) {
|
||||
_linearVelocity *= 0.99f; // HACK damping
|
||||
} else {
|
||||
_linearVelocity += (dt * _gravity) * _upDirection;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateTraction() {
|
||||
if (_hovering) {
|
||||
_linearVelocity = _motorVelocity;
|
||||
} else if (_onFloor) {
|
||||
btVector3 pathDirection = _floorNormal.cross(_motorVelocity).cross(_floorNormal);
|
||||
btScalar pathLength = pathDirection.length();
|
||||
if (pathLength > FLT_EPSILON) {
|
||||
_linearVelocity = (_motorSpeed / pathLength) * pathDirection;
|
||||
} else {
|
||||
_linearVelocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
btScalar CharacterGhostObject::measureAvailableStepHeight() const {
|
||||
const btCollisionShape* shape = getCollisionShape();
|
||||
assert(shape->isConvex());
|
||||
const btConvexShape* convexShape= static_cast<const btConvexShape*>(shape);
|
||||
|
||||
CharacterSweepResult result(this);
|
||||
btTransform transform = getWorldTransform();
|
||||
btTransform nextTransform = transform;
|
||||
nextTransform.setOrigin(transform.getOrigin() + _maxStepHeight * _upDirection);
|
||||
sweepTest(convexShape, transform, nextTransform, result);
|
||||
return result.m_closestHitFraction * _maxStepHeight;
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateHoverState(const btTransform& transform) {
|
||||
// cast a ray down looking for floor support
|
||||
CharacterRayResult rayResult(this);
|
||||
btVector3 startPos = transform.getOrigin() - ((_distanceToFeet - 0.1f) * _upDirection); // 0.1 HACK to make ray hit
|
||||
btVector3 endPos = startPos - (2.0f * _distanceToFeet) * _upDirection;
|
||||
rayTest(startPos, endPos, rayResult);
|
||||
// we're hovering if the ray didn't hit an object we can stand on
|
||||
_hovering = !(rayResult.hasHit() && rayResult.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent);
|
||||
}
|
||||
|
88
libraries/physics/src/CharacterGhostObject.h
Normal file
88
libraries/physics/src/CharacterGhostObject.h
Normal file
|
@ -0,0 +1,88 @@
|
|||
//
|
||||
// CharacterGhostObject.h
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.08.26
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterGhostObject_h
|
||||
#define hifi_CharacterGhostObject_h
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
|
||||
|
||||
#include "CharacterSweepResult.h"
|
||||
#include "CharacterRayResult.h"
|
||||
|
||||
class CharacterGhostShape;
|
||||
|
||||
class CharacterGhostObject : public btPairCachingGhostObject {
|
||||
public:
|
||||
CharacterGhostObject() { }
|
||||
~CharacterGhostObject();
|
||||
|
||||
void setCollisionGroupAndMask(int16_t group, int16_t mask);
|
||||
void getCollisionGroupAndMask(int16_t& group, int16_t& mask) const;
|
||||
|
||||
void setDistanceToFeet(btScalar distance) { _distanceToFeet = distance; }
|
||||
void setUpDirection(const btVector3& up);
|
||||
void setMotorVelocity(const btVector3& velocity);
|
||||
void setGravity(btScalar gravity) { _gravity = gravity; } // NOTE: we expect _gravity to be negative (in _upDirection)
|
||||
void setMinWallAngle(btScalar angle) { _maxWallNormalUpComponent = cosf(angle); }
|
||||
void setMaxStepHeight(btScalar height) { _maxStepHeight = height; }
|
||||
|
||||
const btVector3& getLinearVelocity() const { return _linearVelocity; }
|
||||
|
||||
void setCharacterCapsule(btCapsuleShape* capsule);
|
||||
|
||||
void setCollisionWorld(btCollisionWorld* world);
|
||||
|
||||
void move(btScalar dt, btScalar overshoot);
|
||||
|
||||
protected:
|
||||
void removeFromWorld();
|
||||
void addToWorld();
|
||||
|
||||
bool sweepTest(const btConvexShape* shape,
|
||||
const btTransform& start,
|
||||
const btTransform& end,
|
||||
CharacterSweepResult& result) const;
|
||||
bool rayTest(const btVector3& start,
|
||||
const btVector3& end,
|
||||
CharacterRayResult& result) const;
|
||||
|
||||
bool resolvePenetration(int numTries);
|
||||
void refreshOverlappingPairCache();
|
||||
void updateVelocity(btScalar dt);
|
||||
void updateTraction();
|
||||
btScalar measureAvailableStepHeight() const;
|
||||
void updateHoverState(const btTransform& transform);
|
||||
|
||||
protected:
|
||||
btVector3 _upDirection { 0.0f, 1.0f, 0.0f }; // input, up in world-frame
|
||||
btVector3 _motorVelocity { 0.0f, 0.0f, 0.0f }; // input, velocity character is trying to achieve
|
||||
btVector3 _linearVelocity { 0.0f, 0.0f, 0.0f }; // internal, actual character velocity
|
||||
btVector3 _floorNormal { 0.0f, 0.0f, 0.0f }; // internal, probable floor normal
|
||||
btCollisionWorld* _world { nullptr }; // input, pointer to world
|
||||
btScalar _distanceToFeet { 0.0f }; // input, distance from object center to lowest point on shape
|
||||
btScalar _motorSpeed { 0.0f }; // internal, cached for speed
|
||||
btScalar _gravity { 0.0f }; // input, amplitude of gravity along _upDirection (should be negative)
|
||||
btScalar _maxWallNormalUpComponent { 0.0f }; // input: max vertical component of wall normal
|
||||
btScalar _maxStepHeight { 0.0f }; // input, max step height the character can climb
|
||||
btCapsuleShape* _characterShape { nullptr }; // input, shape of character
|
||||
CharacterGhostShape* _ghostShape{ nullptr }; // internal, shape whose Aabb is used for overlap cache
|
||||
int16_t _collisionFilterGroup { 0 };
|
||||
int16_t _collisionFilterMask { 0 };
|
||||
bool _inWorld { false }; // internal, was added to world
|
||||
bool _hovering { false }; // internal,
|
||||
bool _onFloor { false }; // output, is actually standing on floor
|
||||
bool _hasFloor { false }; // output, has floor underneath to fall on
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterGhostObject_h
|
20
libraries/physics/src/CharacterGhostShape.cpp
Normal file
20
libraries/physics/src/CharacterGhostShape.cpp
Normal file
|
@ -0,0 +1,20 @@
|
|||
//
|
||||
// CharacterGhostShape.cpp
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.14
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "CharacterGhostShape.h"
|
||||
|
||||
void CharacterGhostShape::getAabb (const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const {
|
||||
btCapsuleShape::getAabb(t, aabbMin, aabbMax);
|
||||
// double the size of the Aabb by expanding both corners by half the extent
|
||||
btVector3 expansion = 0.5f * (aabbMax - aabbMin);
|
||||
aabbMin -= expansion;
|
||||
aabbMax += expansion;
|
||||
}
|
26
libraries/physics/src/CharacterGhostShape.h
Normal file
26
libraries/physics/src/CharacterGhostShape.h
Normal file
|
@ -0,0 +1,26 @@
|
|||
//
|
||||
// CharacterGhostShape.h
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.14
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterGhostShape_h
|
||||
#define hifi_CharacterGhostShape_h
|
||||
|
||||
#include <BulletCollision/CollisionShapes/btCapsuleShape.h>
|
||||
|
||||
class CharacterGhostShape : public btCapsuleShape {
|
||||
// Same as btCapsuleShape but reports an expanded Aabb for larger ghost overlap cache
|
||||
public:
|
||||
CharacterGhostShape(btScalar radius, btScalar height) : btCapsuleShape(radius, height) {
|
||||
}
|
||||
|
||||
virtual void getAabb (const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const override;
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterGhostShape_h
|
31
libraries/physics/src/CharacterRayResult.cpp
Normal file
31
libraries/physics/src/CharacterRayResult.cpp
Normal file
|
@ -0,0 +1,31 @@
|
|||
//
|
||||
// CharaterRayResult.cpp
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.05
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "CharacterRayResult.h"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include "CharacterGhostObject.h"
|
||||
|
||||
CharacterRayResult::CharacterRayResult (const CharacterGhostObject* character) :
|
||||
btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)),
|
||||
_character(character)
|
||||
{
|
||||
assert(_character);
|
||||
_character->getCollisionGroupAndMask(m_collisionFilterGroup, m_collisionFilterMask);
|
||||
}
|
||||
|
||||
btScalar CharacterRayResult::addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) {
|
||||
if (rayResult.m_collisionObject == _character) {
|
||||
return 1.0f;
|
||||
}
|
||||
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
|
||||
}
|
44
libraries/physics/src/CharacterRayResult.h
Normal file
44
libraries/physics/src/CharacterRayResult.h
Normal file
|
@ -0,0 +1,44 @@
|
|||
//
|
||||
// CharaterRayResult.h
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.05
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterRayResult_h
|
||||
#define hifi_CharacterRayResult_h
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
|
||||
|
||||
class CharacterGhostObject;
|
||||
|
||||
class CharacterRayResult : public btCollisionWorld::ClosestRayResultCallback {
|
||||
public:
|
||||
CharacterRayResult (const CharacterGhostObject* character);
|
||||
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) override;
|
||||
|
||||
protected:
|
||||
const CharacterGhostObject* _character;
|
||||
|
||||
// Note: Public data members inherited from ClosestRayResultCallback
|
||||
//
|
||||
// btVector3 m_rayFromWorld;//used to calculate hitPointWorld from hitFraction
|
||||
// btVector3 m_rayToWorld;
|
||||
// btVector3 m_hitNormalWorld;
|
||||
// btVector3 m_hitPointWorld;
|
||||
//
|
||||
// Note: Public data members inherited from RayResultCallback
|
||||
//
|
||||
// btScalar m_closestHitFraction;
|
||||
// const btCollisionObject* m_collisionObject;
|
||||
// short int m_collisionFilterGroup;
|
||||
// short int m_collisionFilterMask;
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterRayResult_h
|
42
libraries/physics/src/CharacterSweepResult.cpp
Normal file
42
libraries/physics/src/CharacterSweepResult.cpp
Normal file
|
@ -0,0 +1,42 @@
|
|||
//
|
||||
// CharaterSweepResult.cpp
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.01
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "CharacterSweepResult.h"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include "CharacterGhostObject.h"
|
||||
|
||||
CharacterSweepResult::CharacterSweepResult(const CharacterGhostObject* character)
|
||||
: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)),
|
||||
_character(character)
|
||||
{
|
||||
// set collision group and mask to match _character
|
||||
assert(_character);
|
||||
_character->getCollisionGroupAndMask(m_collisionFilterGroup, m_collisionFilterMask);
|
||||
}
|
||||
|
||||
btScalar CharacterSweepResult::addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool useWorldFrame) {
|
||||
// skip objects that we shouldn't collide with
|
||||
if (!convexResult.m_hitCollisionObject->hasContactResponse()) {
|
||||
return btScalar(1.0);
|
||||
}
|
||||
if (convexResult.m_hitCollisionObject == _character) {
|
||||
return btScalar(1.0);
|
||||
}
|
||||
|
||||
return ClosestConvexResultCallback::addSingleResult(convexResult, useWorldFrame);
|
||||
}
|
||||
|
||||
void CharacterSweepResult::resetHitHistory() {
|
||||
m_hitCollisionObject = nullptr;
|
||||
m_closestHitFraction = btScalar(1.0f);
|
||||
}
|
45
libraries/physics/src/CharacterSweepResult.h
Normal file
45
libraries/physics/src/CharacterSweepResult.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
//
|
||||
// CharaterSweepResult.h
|
||||
// libraries/physcis/src
|
||||
//
|
||||
// Created by Andrew Meadows 2016.09.01
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_CharacterSweepResult_h
|
||||
#define hifi_CharacterSweepResult_h
|
||||
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
|
||||
|
||||
|
||||
class CharacterGhostObject;
|
||||
|
||||
class CharacterSweepResult : public btCollisionWorld::ClosestConvexResultCallback {
|
||||
public:
|
||||
CharacterSweepResult(const CharacterGhostObject* character);
|
||||
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool useWorldFrame) override;
|
||||
void resetHitHistory();
|
||||
protected:
|
||||
const CharacterGhostObject* _character;
|
||||
|
||||
// NOTE: Public data members inherited from ClosestConvexResultCallback:
|
||||
//
|
||||
// btVector3 m_convexFromWorld; // unused except by btClosestNotMeConvexResultCallback
|
||||
// btVector3 m_convexToWorld; // unused except by btClosestNotMeConvexResultCallback
|
||||
// btVector3 m_hitNormalWorld;
|
||||
// btVector3 m_hitPointWorld;
|
||||
// const btCollisionObject* m_hitCollisionObject;
|
||||
//
|
||||
// NOTE: Public data members inherited from ConvexResultCallback:
|
||||
//
|
||||
// btScalar m_closestHitFraction;
|
||||
// short int m_collisionFilterGroup;
|
||||
// short int m_collisionFilterMask;
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_CharacterSweepResult_h
|
Loading…
Reference in a new issue