restore avatar steps up without sweeps

This commit is contained in:
Andrew Meadows 2016-10-14 22:35:37 -07:00
parent 35aebd21e6
commit 6125357104
2 changed files with 62 additions and 37 deletions

View file

@ -146,22 +146,8 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld, btSc
// kinematic motion will move() the _ghost later
return _ghost.hasSupport();
}
btScalar minStepHeight = 0.041f; // HACK: hardcoded now but should be shape margin
btScalar maxStepHeight = 0.75f * (_halfHeight + _radius);
btScalar stepHeight = minStepHeight;
btVector3 stepNormal = btVector3(0.0f, 0.0f, 0.0f);
btScalar targetSpeed = _targetVelocity.length();
if (targetSpeed > FLT_EPSILON) {
// move the _ghost forward to test for step
btTransform transform = _rigidBody->getWorldTransform();
transform.setOrigin(transform.getOrigin());
_ghost.setWorldTransform(transform);
_ghost.setMotorVelocity(_targetVelocity);
float overshoot = _radius;
_ghost.setHovering(_state == State::Hover);
_ghost.move(dt, overshoot, _gravity);
}
bool pushing = _targetVelocity.length2() > FLT_EPSILON;
btDispatcher* dispatcher = collisionWorld->getDispatcher();
int numManifolds = dispatcher->getNumManifolds();
@ -177,25 +163,25 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld, btSc
bool characterIsFirst = _rigidBody == contactManifold->getBody0();
int numContacts = contactManifold->getNumContacts();
int stepContactIndex = -1;
float highestStep = minStepHeight;
float highestStep = _minStepHeight;
for (int j = 0; j < numContacts; j++) {
// check for "floor"
btManifoldPoint& contact = contactManifold->getContactPoint(j);
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
btScalar hitHeight = _halfHeight + _radius + pointOnCharacter.dot(_currentUp);
if (hitHeight < maxStepHeight && normal.dot(_currentUp) > COS_PI_OVER_THREE) {
if (hitHeight < _maxStepHeight && normal.dot(_currentUp) > COS_PI_OVER_THREE) {
//std::cout << "adebug manifoldIndex = " << i << " contactIndex = " << j << " hitOnCharacter*up = " << pointOnCharacter.dot(_currentUp) << std::endl; // adebug
hasFloor = true;
if (!_ghost.isSteppingUp()) {
// early exit since all we need to know is that we're on a floor
if (!pushing) {
// we're not pushing against anything so we can early exit
// (all we need to know is that there is a floor)
break;
}
}
// analysis of the step info using manifold data is unreliable, so we only proceed
// when the _ghost has detected a steppable obstacle
if (_ghost.isSteppingUp()) {
if (pushing && _targetVelocity.dot(normal) < 0.0f) {
// remember highest step obstacle
if (hitHeight > maxStepHeight) {
if (hitHeight > _maxStepHeight) {
// this manifold is invalidated by point that is too high
stepContactIndex = -1;
break;
@ -206,25 +192,20 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld, btSc
}
}
}
if (stepContactIndex > -1 && highestStep > stepHeight) {
if (stepContactIndex > -1 && highestStep > _stepHeight) {
// remember step info for later
btManifoldPoint& contact = contactManifold->getContactPoint(stepContactIndex);
btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
stepHeight = highestStep;
stepNormal = normal;
btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
_stepNormal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
_stepHeight = highestStep;
_stepPoint = rotation * pointOnCharacter; // rotate into world-frame
}
if (hasFloor && !_ghost.isSteppingUp()) {
if (hasFloor && !pushing) {
// early exit since all we need to know is that we're on a floor
break;
}
}
}
if (_ghost.isSteppingUp() && stepHeight > minStepHeight && _targetVelocity.dot(stepNormal) < 0.0f) {
// move avatar up according to kinematic character logic
btTransform transform = _rigidBody->getWorldTransform();
transform.setOrigin(_ghost.getWorldTransform().getOrigin());
_rigidBody->setWorldTransform(transform);
}
return hasFloor;
}
@ -259,6 +240,7 @@ const btScalar MIN_TARGET_SPEED = 0.001f;
const btScalar MIN_TARGET_SPEED_SQUARED = MIN_TARGET_SPEED * MIN_TARGET_SPEED;
void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar dt) {
_stepHeight = _minStepHeight; // clears memory of last step obstacle
btVector3 velocity = _rigidBody->getLinearVelocity() - _parentVelocity;
if (_following) {
_followTimeAccumulator += dt;
@ -336,10 +318,25 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
_rigidBody->setWorldTransform(transform);
_rigidBody->setLinearVelocity(_ghost.getLinearVelocity());
} else {
// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
// Rather than add this velocity to velocity the RigidBody, we explicitly teleport the RigidBody towards its goal.
// This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate().
float stepUpSpeed2 = _stepUpVelocity.length2();
if (stepUpSpeed2 > FLT_EPSILON) {
// we step up with teleports rather than applying velocity
// use a speed that would ballistically reach _stepHeight under gravity
_stepUpVelocity /= sqrtf(stepUpSpeed2);
btScalar minStepUpSpeed = sqrtf(fabsf(2.0f * _gravity * _stepHeight));
btTransform transform = _rigidBody->getWorldTransform();
transform.setOrigin(transform.getOrigin() + (dt * minStepUpSpeed) * _stepUpVelocity);
_rigidBody->setWorldTransform(transform);
// make sure the upward velocity is large enough to clear the very top of the step
const btScalar MAGIC_STEP_OVERSHOOT_SPEED_COEFFICIENT = 0.5f;
minStepUpSpeed = MAGIC_STEP_OVERSHOOT_SPEED_COEFFICIENT * sqrtf(fabsf(2.0f * _gravity * _minStepHeight));
btScalar vDotUp = velocity.dot(_currentUp);
if (vDotUp < minStepUpSpeed) {
velocity += (minStepUpSpeed - vDotUp) * _stepUpVelocity;
}
}
_rigidBody->setLinearVelocity(velocity + _parentVelocity);
_ghost.setWorldTransform(_rigidBody->getWorldTransform());
}
@ -415,6 +412,10 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const
if (glm::abs(radius - _radius) > FLT_EPSILON || glm::abs(halfHeight - _halfHeight) > FLT_EPSILON) {
_radius = radius;
_halfHeight = halfHeight;
const btScalar DEFAULT_MIN_STEP_HEIGHT = 0.041f; // HACK: hardcoded now but should just larger than shape margin
const btScalar MAX_STEP_FRACTION_OF_HALF_HEIGHT = 0.56f;
_minStepHeight = DEFAULT_MIN_STEP_HEIGHT;
_maxStepHeight = MAX_STEP_FRACTION_OF_HALF_HEIGHT * (_halfHeight + _radius);
if (_dynamicsWorld) {
// must REMOVE from world prior to shape update
@ -584,6 +585,21 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
btVector3 vTargetVelocity = motorVelocity.dot(up) * up;
btVector3 hTargetVelocity = motorVelocity - vTargetVelocity;
if (_stepHeight > _minStepHeight) {
// there is a step --> compute velocity direction to go over step
btVector3 motorVelocityWF = motorVelocity.rotate(axis, angle);
if (motorVelocityWF.dot(_stepNormal) < 0.0f) {
// the motor pushes against step
motorVelocityWF = _stepNormal.cross(_stepPoint.cross(motorVelocityWF));
btScalar doubleCrossLength2 = motorVelocityWF.length2();
if (doubleCrossLength2 > FLT_EPSILON) {
// scale the motor in the correct direction and rotate back to motor-frame
motorVelocityWF *= (motorVelocity.length() / sqrtf(doubleCrossLength2));
_stepUpVelocity += motorVelocityWF.rotate(axis, -angle);
}
}
}
// split velocity into horizontal and vertical components
btVector3 vVelocity = velocity.dot(up) * up;
btVector3 hVelocity = velocity - vVelocity;
@ -632,6 +648,7 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
std::vector<btScalar> weights;
weights.reserve(_motors.size());
_targetVelocity = btVector3(0.0f, 0.0f, 0.0f);
_stepUpVelocity = btVector3(0.0f, 0.0f, 0.0f);
for (int i = 0; i < (int)_motors.size(); ++i) {
applyMotor(i, dt, velocity, velocities, weights);
}

View file

@ -165,6 +165,14 @@ protected:
quint32 _jumpButtonDownCount;
quint32 _takeoffJumpButtonID;
// data for walking up steps
btVector3 _stepPoint;
btVector3 _stepNormal { 0.0f, 0.0f, 0.0f };
btVector3 _stepUpVelocity { 0.0f, 0.0f, 0.0f };
btScalar _stepHeight { 0.0f };
btScalar _minStepHeight { 0.0f };
btScalar _maxStepHeight { 0.0f };
btScalar _halfHeight { 0.0f };
btScalar _radius { 0.0f };