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https://github.com/overte-org/overte.git
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restore avatar steps up without sweeps
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parent
35aebd21e6
commit
6125357104
2 changed files with 62 additions and 37 deletions
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@ -146,22 +146,8 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld, btSc
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// kinematic motion will move() the _ghost later
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return _ghost.hasSupport();
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}
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btScalar minStepHeight = 0.041f; // HACK: hardcoded now but should be shape margin
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btScalar maxStepHeight = 0.75f * (_halfHeight + _radius);
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btScalar stepHeight = minStepHeight;
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btVector3 stepNormal = btVector3(0.0f, 0.0f, 0.0f);
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btScalar targetSpeed = _targetVelocity.length();
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if (targetSpeed > FLT_EPSILON) {
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// move the _ghost forward to test for step
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btTransform transform = _rigidBody->getWorldTransform();
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transform.setOrigin(transform.getOrigin());
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_ghost.setWorldTransform(transform);
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_ghost.setMotorVelocity(_targetVelocity);
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float overshoot = _radius;
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_ghost.setHovering(_state == State::Hover);
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_ghost.move(dt, overshoot, _gravity);
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}
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bool pushing = _targetVelocity.length2() > FLT_EPSILON;
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btDispatcher* dispatcher = collisionWorld->getDispatcher();
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int numManifolds = dispatcher->getNumManifolds();
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@ -177,25 +163,25 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld, btSc
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bool characterIsFirst = _rigidBody == contactManifold->getBody0();
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int numContacts = contactManifold->getNumContacts();
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int stepContactIndex = -1;
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float highestStep = minStepHeight;
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float highestStep = _minStepHeight;
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for (int j = 0; j < numContacts; j++) {
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// check for "floor"
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btManifoldPoint& contact = contactManifold->getContactPoint(j);
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btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
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btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
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btScalar hitHeight = _halfHeight + _radius + pointOnCharacter.dot(_currentUp);
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if (hitHeight < maxStepHeight && normal.dot(_currentUp) > COS_PI_OVER_THREE) {
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if (hitHeight < _maxStepHeight && normal.dot(_currentUp) > COS_PI_OVER_THREE) {
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//std::cout << "adebug manifoldIndex = " << i << " contactIndex = " << j << " hitOnCharacter*up = " << pointOnCharacter.dot(_currentUp) << std::endl; // adebug
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hasFloor = true;
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if (!_ghost.isSteppingUp()) {
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// early exit since all we need to know is that we're on a floor
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if (!pushing) {
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// we're not pushing against anything so we can early exit
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// (all we need to know is that there is a floor)
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break;
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}
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}
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// analysis of the step info using manifold data is unreliable, so we only proceed
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// when the _ghost has detected a steppable obstacle
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if (_ghost.isSteppingUp()) {
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if (pushing && _targetVelocity.dot(normal) < 0.0f) {
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// remember highest step obstacle
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if (hitHeight > maxStepHeight) {
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if (hitHeight > _maxStepHeight) {
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// this manifold is invalidated by point that is too high
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stepContactIndex = -1;
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break;
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@ -206,25 +192,20 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld, btSc
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}
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}
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}
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if (stepContactIndex > -1 && highestStep > stepHeight) {
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if (stepContactIndex > -1 && highestStep > _stepHeight) {
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// remember step info for later
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btManifoldPoint& contact = contactManifold->getContactPoint(stepContactIndex);
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btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
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stepHeight = highestStep;
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stepNormal = normal;
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btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
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_stepNormal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
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_stepHeight = highestStep;
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_stepPoint = rotation * pointOnCharacter; // rotate into world-frame
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}
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if (hasFloor && !_ghost.isSteppingUp()) {
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if (hasFloor && !pushing) {
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// early exit since all we need to know is that we're on a floor
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break;
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}
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}
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}
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if (_ghost.isSteppingUp() && stepHeight > minStepHeight && _targetVelocity.dot(stepNormal) < 0.0f) {
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// move avatar up according to kinematic character logic
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btTransform transform = _rigidBody->getWorldTransform();
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transform.setOrigin(_ghost.getWorldTransform().getOrigin());
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_rigidBody->setWorldTransform(transform);
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}
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return hasFloor;
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}
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@ -259,6 +240,7 @@ const btScalar MIN_TARGET_SPEED = 0.001f;
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const btScalar MIN_TARGET_SPEED_SQUARED = MIN_TARGET_SPEED * MIN_TARGET_SPEED;
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void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar dt) {
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_stepHeight = _minStepHeight; // clears memory of last step obstacle
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btVector3 velocity = _rigidBody->getLinearVelocity() - _parentVelocity;
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if (_following) {
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_followTimeAccumulator += dt;
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@ -336,10 +318,25 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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_rigidBody->setWorldTransform(transform);
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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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float stepUpSpeed2 = _stepUpVelocity.length2();
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if (stepUpSpeed2 > FLT_EPSILON) {
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// we step up with teleports rather than applying velocity
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// use a speed that would ballistically reach _stepHeight under gravity
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_stepUpVelocity /= sqrtf(stepUpSpeed2);
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btScalar minStepUpSpeed = sqrtf(fabsf(2.0f * _gravity * _stepHeight));
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btTransform transform = _rigidBody->getWorldTransform();
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transform.setOrigin(transform.getOrigin() + (dt * minStepUpSpeed) * _stepUpVelocity);
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_rigidBody->setWorldTransform(transform);
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// make sure the upward velocity is large enough to clear the very top of the step
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const btScalar MAGIC_STEP_OVERSHOOT_SPEED_COEFFICIENT = 0.5f;
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minStepUpSpeed = MAGIC_STEP_OVERSHOOT_SPEED_COEFFICIENT * sqrtf(fabsf(2.0f * _gravity * _minStepHeight));
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btScalar vDotUp = velocity.dot(_currentUp);
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if (vDotUp < minStepUpSpeed) {
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velocity += (minStepUpSpeed - vDotUp) * _stepUpVelocity;
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}
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}
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_rigidBody->setLinearVelocity(velocity + _parentVelocity);
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_ghost.setWorldTransform(_rigidBody->getWorldTransform());
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}
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@ -415,6 +412,10 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const
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if (glm::abs(radius - _radius) > FLT_EPSILON || glm::abs(halfHeight - _halfHeight) > FLT_EPSILON) {
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_radius = radius;
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_halfHeight = halfHeight;
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const btScalar DEFAULT_MIN_STEP_HEIGHT = 0.041f; // HACK: hardcoded now but should just larger than shape margin
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const btScalar MAX_STEP_FRACTION_OF_HALF_HEIGHT = 0.56f;
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_minStepHeight = DEFAULT_MIN_STEP_HEIGHT;
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_maxStepHeight = MAX_STEP_FRACTION_OF_HALF_HEIGHT * (_halfHeight + _radius);
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if (_dynamicsWorld) {
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// must REMOVE from world prior to shape update
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@ -584,6 +585,21 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
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btVector3 vTargetVelocity = motorVelocity.dot(up) * up;
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btVector3 hTargetVelocity = motorVelocity - vTargetVelocity;
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if (_stepHeight > _minStepHeight) {
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// there is a step --> compute velocity direction to go over step
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btVector3 motorVelocityWF = motorVelocity.rotate(axis, angle);
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if (motorVelocityWF.dot(_stepNormal) < 0.0f) {
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// the motor pushes against step
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motorVelocityWF = _stepNormal.cross(_stepPoint.cross(motorVelocityWF));
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btScalar doubleCrossLength2 = motorVelocityWF.length2();
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if (doubleCrossLength2 > FLT_EPSILON) {
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// scale the motor in the correct direction and rotate back to motor-frame
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motorVelocityWF *= (motorVelocity.length() / sqrtf(doubleCrossLength2));
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_stepUpVelocity += motorVelocityWF.rotate(axis, -angle);
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}
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}
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}
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// split velocity into horizontal and vertical components
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btVector3 vVelocity = velocity.dot(up) * up;
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btVector3 hVelocity = velocity - vVelocity;
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@ -632,6 +648,7 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
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std::vector<btScalar> weights;
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weights.reserve(_motors.size());
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_targetVelocity = btVector3(0.0f, 0.0f, 0.0f);
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_stepUpVelocity = 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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@ -165,6 +165,14 @@ protected:
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quint32 _jumpButtonDownCount;
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quint32 _takeoffJumpButtonID;
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// data for walking up steps
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btVector3 _stepPoint;
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btVector3 _stepNormal { 0.0f, 0.0f, 0.0f };
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btVector3 _stepUpVelocity { 0.0f, 0.0f, 0.0f };
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btScalar _stepHeight { 0.0f };
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btScalar _minStepHeight { 0.0f };
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btScalar _maxStepHeight { 0.0f };
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btScalar _halfHeight { 0.0f };
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btScalar _radius { 0.0f };
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