expose _measured_ MyAvatar velocity to JS

This commit is contained in:
Andrew Meadows 2014-09-05 11:44:13 -07:00
parent fb8b3020e5
commit 7be411b4ca
5 changed files with 150 additions and 267 deletions

View file

@ -50,12 +50,13 @@ Avatar::Avatar() :
AvatarData(),
_skeletonModel(this),
_bodyYawDelta(0.0f),
_velocity(0.0f, 0.0f, 0.0f),
_lastVelocity(0.0f, 0.0f, 0.0f),
_acceleration(0.0f, 0.0f, 0.0f),
_angularVelocity(0.0f, 0.0f, 0.0f),
_lastAngularVelocity(0.0f, 0.0f, 0.0f),
_angularAcceleration(0.0f, 0.0f, 0.0f),
_lastPosition(0.0f),
_velocity(0.0f),
_lastVelocity(0.0f),
_acceleration(0.0f),
_angularVelocity(0.0f),
_lastAngularVelocity(0.0f),
_angularAcceleration(0.0f),
_lastOrientation(),
_leanScale(0.5f),
_scale(1.0f),
@ -185,11 +186,7 @@ void Avatar::simulate(float deltaTime) {
_hair.simulate(deltaTime);
}
}
// update position by velocity, and subtract the change added earlier for gravity
_position += _velocity * deltaTime;
updateAcceleration(deltaTime);
// update animation for display name fade in/out
if ( _displayNameTargetAlpha != _displayNameAlpha) {
// the alpha function is
@ -206,17 +203,22 @@ void Avatar::simulate(float deltaTime) {
}
_displayNameAlpha = abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01f ? _displayNameTargetAlpha : _displayNameAlpha;
}
measureMotionDerivatives(deltaTime);
}
void Avatar::updateAcceleration(float deltaTime) {
// Linear Component of Acceleration
_acceleration = (_velocity - _lastVelocity) * (1.f / deltaTime);
void Avatar::measureMotionDerivatives(float deltaTime) {
// linear
float invDeltaTime = 1.0f / deltaTime;
_velocity = (_position - _lastPosition) * invDeltaTime;
_lastPosition = _position;
_acceleration = (_velocity - _lastVelocity) * invDeltaTime;
_lastVelocity = _velocity;
// Angular Component of Acceleration
// angular
glm::quat orientation = getOrientation();
glm::quat delta = glm::inverse(_lastOrientation) * orientation;
_angularVelocity = safeEulerAngles(delta) * (1.f / deltaTime);
_angularAcceleration = (_angularVelocity - _lastAngularVelocity) * (1.f / deltaTime);
_angularVelocity = safeEulerAngles(delta) * invDeltaTime;
_angularAcceleration = (_angularVelocity - _lastAngularVelocity) * invDeltaTime;
_lastOrientation = getOrientation();
}

View file

@ -91,7 +91,6 @@ public:
const QVector<Model*>& getAttachmentModels() const { return _attachmentModels; }
glm::vec3 getChestPosition() const;
float getScale() const { return _scale; }
Q_INVOKABLE const glm::vec3& getVelocity() const { return _velocity; }
const Head* getHead() const { return static_cast<const Head*>(_headData); }
Head* getHead() { return static_cast<Head*>(_headData); }
Hand* getHand() { return static_cast<Hand*>(_handData); }
@ -152,6 +151,7 @@ public:
Q_INVOKABLE glm::quat getJointCombinedRotation(int index) const;
Q_INVOKABLE glm::quat getJointCombinedRotation(const QString& name) const;
Q_INVOKABLE glm::vec3 getVelocity() const { return _velocity; }
Q_INVOKABLE glm::vec3 getAcceleration() const { return _acceleration; }
Q_INVOKABLE glm::vec3 getAngularVelocity() const { return _angularVelocity; }
Q_INVOKABLE glm::vec3 getAngularAcceleration() const { return _angularAcceleration; }
@ -172,6 +172,12 @@ protected:
SkeletonModel _skeletonModel;
QVector<Model*> _attachmentModels;
float _bodyYawDelta;
// These position histories and derivatives are in the world-frame.
// The derivatives are the MEASURED results of all external and internal forces
// and are therefor READ-ONLY --> motion control of the Avatar is NOT obtained
// by setting these values.
glm::vec3 _lastPosition;
glm::vec3 _velocity;
glm::vec3 _lastVelocity;
glm::vec3 _acceleration;
@ -179,6 +185,7 @@ protected:
glm::vec3 _lastAngularVelocity;
glm::vec3 _angularAcceleration;
glm::quat _lastOrientation;
float _leanScale;
float _scale;
glm::vec3 _worldUpDirection;
@ -195,7 +202,7 @@ protected:
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
void setScale(float scale);
void updateAcceleration(float deltaTime);
void measureMotionDerivatives(float deltaTime);
float getSkeletonHeight() const;
float getHeadHeight() const;

View file

@ -62,9 +62,9 @@ MyAvatar::MyAvatar() :
_mousePressed(false),
_bodyPitchDelta(0.0f),
_bodyRollDelta(0.0f),
_shouldJump(false),
_gravity(0.0f, 0.0f, 0.0f),
_distanceToNearestAvatar(std::numeric_limits<float>::max()),
_shouldJump(false),
_wasPushing(false),
_isPushing(false),
_isBraking(false),
@ -74,7 +74,6 @@ MyAvatar::MyAvatar() :
_motorTimescale(DEFAULT_MOTOR_TIMESCALE),
_maxMotorSpeed(MAX_MOTOR_SPEED),
_motionBehaviors(AVATAR_MOTION_DEFAULTS),
_lastBodyPenetration(0.0f),
_lastFloorContactPoint(0.0f),
_lookAtTargetAvatar(),
_shouldRender(true),
@ -102,7 +101,7 @@ void MyAvatar::reset() {
_skeletonModel.reset();
getHead()->reset();
setVelocity(glm::vec3(0.0f));
_velocity = glm::vec3(0.0f);
setThrust(glm::vec3(0.0f));
// Reset the pitch and roll components of the avatar's orientation, preserve yaw direction
glm::vec3 eulers = safeEulerAngles(getOrientation());
@ -1158,6 +1157,11 @@ void MyAvatar::updatePosition(float deltaTime) {
boundingShape.getStartPoint(startCap);
glm::vec3 bottom = startCap - boundingShape.getRadius() * _worldUpDirection;
// velocity is initialized to the measured _velocity but will be modified
// by friction, external thrust, etc
glm::vec3 velocity = _velocity;
// apply friction
if (gravityLength > EPSILON) {
float speedFromGravity = _scale * deltaTime * gravityLength;
float distanceToFall = glm::distance(bottom, _lastFloorContactPoint);
@ -1166,26 +1170,26 @@ void MyAvatar::updatePosition(float deltaTime) {
if (walkingOnFloor) {
// BEGIN HACK: to prevent the avatar from bouncing on a floor surface
if (distanceToFall < deltaTime * speedFromGravity) {
float verticalSpeed = glm::dot(_velocity, _worldUpDirection);
float verticalSpeed = glm::dot(velocity, _worldUpDirection);
if (fabs(verticalSpeed) < speedFromGravity) {
// we're standing on a floor, and nearly at rest so we zero the vertical velocity component
_velocity -= verticalSpeed * _worldUpDirection;
velocity -= verticalSpeed * _worldUpDirection;
}
} else {
// fall with gravity against floor
_velocity -= speedFromGravity * _worldUpDirection;
velocity -= speedFromGravity * _worldUpDirection;
}
// END HACK
} else {
if (!_isBraking) {
// fall with gravity toward floor
_velocity -= speedFromGravity * _worldUpDirection;
velocity -= speedFromGravity * _worldUpDirection;
}
if (_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
const float MAX_VERTICAL_FLOOR_DETECTION_SPEED = _scale * MAX_WALKING_SPEED;
if (keyboardInput && glm::dot(_motorVelocity, _worldUpDirection) > 0.0f &&
glm::dot(_velocity, _worldUpDirection) > MAX_VERTICAL_FLOOR_DETECTION_SPEED) {
glm::dot(velocity, _worldUpDirection) > MAX_VERTICAL_FLOOR_DETECTION_SPEED) {
// disable local gravity when flying up
setLocalGravity(glm::vec3(0.0f));
} else {
@ -1197,93 +1201,123 @@ void MyAvatar::updatePosition(float deltaTime) {
}
}
}
} else {
if ((_collisionGroups & COLLISION_GROUP_VOXELS) &&
_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
const float MIN_FLOOR_DETECTION_SPEED = _scale * 1.0f;
if (glm::length(_velocity) < MIN_FLOOR_DETECTION_SPEED ) {
// scan for floor under avatar
const float maxFloorDistance = _scale * NEARBY_FLOOR_THRESHOLD;
if (computeDistanceToFloor(bottom) < maxFloorDistance) {
// enable local gravity
setLocalGravity(-_worldUpDirection);
}
} else if ((_collisionGroups & COLLISION_GROUP_VOXELS) &&
_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
const float MIN_FLOOR_DETECTION_SPEED = _scale * 1.0f;
if (glm::length(_velocity) < MIN_FLOOR_DETECTION_SPEED ) {
// scan for floor under avatar
const float maxFloorDistance = _scale * NEARBY_FLOOR_THRESHOLD;
if (computeDistanceToFloor(bottom) < maxFloorDistance) {
// enable local gravity
setLocalGravity(-_worldUpDirection);
}
}
}
if (keyboardInput > 0.0f || glm::length2(_velocity) > 0.0f || glm::length2(_thrust) > 0.0f || ! walkingOnFloor) {
// update motor and thrust
updateMotorFromKeyboard(deltaTime, walkingOnFloor);
applyMotor(deltaTime);
applyThrust(deltaTime);
float speed = glm::length(velocity);
if (keyboardInput > 0.0f || speed > 0.0f || glm::length2(_thrust) > 0.0f || ! walkingOnFloor) {
// update motor
if (_motionBehaviors & AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED) {
// Increase motor velocity until its length is equal to _maxMotorSpeed.
glm::vec3 localVelocity = velocity;
if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
glm::quat orientation = getHead()->getCameraOrientation();
localVelocity = glm::inverse(orientation) * velocity;
}
// Compute keyboard input
glm::vec3 front = (_driveKeys[FWD] - _driveKeys[BACK]) * IDENTITY_FRONT;
glm::vec3 right = (_driveKeys[RIGHT] - _driveKeys[LEFT]) * IDENTITY_RIGHT;
glm::vec3 up = (_driveKeys[UP] - _driveKeys[DOWN]) * IDENTITY_UP;
glm::vec3 direction = front + right + up;
float directionLength = glm::length(direction);
// Compute motor magnitude
if (directionLength > EPSILON) {
direction /= directionLength;
// the finalMotorSpeed depends on whether we are walking or not
float finalMaxMotorSpeed = walkingOnFloor ? _scale * MAX_WALKING_SPEED : _scale * _maxMotorSpeed;
float motorLength = glm::length(_motorVelocity);
if (motorLength < _scale * MIN_KEYBOARD_CONTROL_SPEED) {
// an active keyboard motor should never be slower than this
_motorVelocity = _scale * MIN_KEYBOARD_CONTROL_SPEED * direction;
} else {
float MOTOR_LENGTH_TIMESCALE = 1.5f;
float tau = glm::clamp(deltaTime / MOTOR_LENGTH_TIMESCALE, 0.0f, 1.0f);
float INCREASE_FACTOR = 2.0f;
//_motorVelocity *= 1.0f + tau * INCREASE_FACTOR;
motorLength *= 1.0f + tau * INCREASE_FACTOR;
if (motorLength > finalMaxMotorSpeed) {
motorLength = finalMaxMotorSpeed;
}
_motorVelocity = motorLength * direction;
}
_isPushing = true;
} else {
// motor opposes motion (wants to be at rest)
_motorVelocity = - localVelocity;
}
}
// apply motor
if (_motionBehaviors & AVATAR_MOTION_MOTOR_ENABLED) {
glm::vec3 targetVelocity = _motorVelocity;
if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
// rotate _motorVelocity into world frame
glm::quat rotation = getHead()->getCameraOrientation();
targetVelocity = rotation * _motorVelocity;
}
glm::vec3 targetDirection(0.0f);
if (glm::length2(targetVelocity) > EPSILON) {
targetDirection = glm::normalize(targetVelocity);
}
glm::vec3 deltaVelocity = targetVelocity - velocity;
if (_motionBehaviors & AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY && glm::length2(_gravity) > EPSILON) {
// For now we subtract the component parallel to gravity but what we need to do is:
// TODO: subtract the component perp to the local surface normal (motor only pushes in surface plane).
glm::vec3 gravityDirection = glm::normalize(_gravity);
glm::vec3 parallelDelta = glm::dot(deltaVelocity, gravityDirection) * gravityDirection;
if (glm::dot(targetVelocity, velocity) > 0.0f) {
// remove parallel part from deltaVelocity
deltaVelocity -= parallelDelta;
}
}
// simple critical damping
float timescale = computeMotorTimescale(velocity);
float tau = glm::clamp(deltaTime / timescale, 0.0f, 1.0f);
velocity += tau * deltaVelocity;
}
// apply thrust
velocity += _thrust * deltaTime;
speed = glm::length(velocity);
if (speed > MAX_AVATAR_SPEED) {
velocity *= MAX_AVATAR_SPEED / speed;
speed = MAX_AVATAR_SPEED;
}
_thrust = glm::vec3(0.0f);
// update position
if (glm::length2(_velocity) < EPSILON) {
_velocity = glm::vec3(0.0f);
} else {
_position += _velocity * deltaTime;
const float MIN_AVATAR_SPEED = 0.075f;
if (speed > MIN_AVATAR_SPEED) {
_position += velocity * deltaTime;
}
updateAcceleration(deltaTime);
}
// update moving flag based on speed
const float MOVING_SPEED_THRESHOLD = 0.01f;
_moving = glm::length(_velocity) > MOVING_SPEED_THRESHOLD;
_moving = speed > MOVING_SPEED_THRESHOLD;
updateChatCircle(deltaTime);
measureMotionDerivatives(deltaTime);
}
void MyAvatar::updateMotorFromKeyboard(float deltaTime, bool walking) {
// Increase motor velocity until its length is equal to _maxMotorSpeed.
if (!(_motionBehaviors & AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED)) {
// nothing to do
return;
}
glm::vec3 localVelocity = _velocity;
if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
glm::quat orientation = getHead()->getCameraOrientation();
localVelocity = glm::inverse(orientation) * _velocity;
}
// Compute keyboard input
glm::vec3 front = (_driveKeys[FWD] - _driveKeys[BACK]) * IDENTITY_FRONT;
glm::vec3 right = (_driveKeys[RIGHT] - _driveKeys[LEFT]) * IDENTITY_RIGHT;
glm::vec3 up = (_driveKeys[UP] - _driveKeys[DOWN]) * IDENTITY_UP;
glm::vec3 direction = front + right + up;
float directionLength = glm::length(direction);
// Compute motor magnitude
if (directionLength > EPSILON) {
direction /= directionLength;
// the finalMotorSpeed depends on whether we are walking or not
float finalMaxMotorSpeed = walking ? _scale * MAX_WALKING_SPEED : _scale * _maxMotorSpeed;
float motorLength = glm::length(_motorVelocity);
if (motorLength < _scale * MIN_KEYBOARD_CONTROL_SPEED) {
// an active keyboard motor should never be slower than this
_motorVelocity = _scale * MIN_KEYBOARD_CONTROL_SPEED * direction;
} else {
float MOTOR_LENGTH_TIMESCALE = 1.5f;
float tau = glm::clamp(deltaTime / MOTOR_LENGTH_TIMESCALE, 0.0f, 1.0f);
float INCREASE_FACTOR = 2.0f;
//_motorVelocity *= 1.0f + tau * INCREASE_FACTOR;
motorLength *= 1.0f + tau * INCREASE_FACTOR;
if (motorLength > finalMaxMotorSpeed) {
motorLength = finalMaxMotorSpeed;
}
_motorVelocity = motorLength * direction;
}
_isPushing = true;
} else {
// motor opposes motion (wants to be at rest)
_motorVelocity = - localVelocity;
}
}
float MyAvatar::computeMotorTimescale() {
float MyAvatar::computeMotorTimescale(const glm::vec3& velocity) {
// The timescale of the motor is the approximate time it takes for the motor to
// accomplish its intended velocity. A short timescale makes the motor strong,
// and a long timescale makes it weak. The value of timescale to use depends
@ -1303,7 +1337,7 @@ float MyAvatar::computeMotorTimescale() {
timescale = _motorTimescale;
_isBraking = false;
} else {
float speed = glm::length(_velocity);
float speed = glm::length(velocity);
_isBraking = _wasPushing || (_isBraking && speed > MIN_BRAKE_SPEED);
if (_isBraking) {
timescale = MIN_MOTOR_TIMESCALE;
@ -1314,160 +1348,6 @@ float MyAvatar::computeMotorTimescale() {
return timescale;
}
void MyAvatar::applyMotor(float deltaTime) {
// TODO: recover extra braking behavior when flying close to nearest avatar
if (!( _motionBehaviors & AVATAR_MOTION_MOTOR_ENABLED)) {
// nothing to do --> early exit
return;
}
glm::vec3 targetVelocity = _motorVelocity;
if (_motionBehaviors & AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME) {
// rotate _motorVelocity into world frame
glm::quat rotation = getHead()->getCameraOrientation();
targetVelocity = rotation * _motorVelocity;
}
glm::vec3 targetDirection(0.0f);
if (glm::length2(targetVelocity) > EPSILON) {
targetDirection = glm::normalize(targetVelocity);
}
glm::vec3 deltaVelocity = targetVelocity - _velocity;
if (_motionBehaviors & AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY && glm::length2(_gravity) > EPSILON) {
// For now we subtract the component parallel to gravity but what we need to do is:
// TODO: subtract the component perp to the local surface normal (motor only pushes in surface plane).
glm::vec3 gravityDirection = glm::normalize(_gravity);
glm::vec3 parallelDelta = glm::dot(deltaVelocity, gravityDirection) * gravityDirection;
if (glm::dot(targetVelocity, _velocity) > 0.0f) {
// remove parallel part from deltaVelocity
deltaVelocity -= parallelDelta;
}
}
// simple critical damping
float timescale = computeMotorTimescale();
float tau = glm::clamp(deltaTime / timescale, 0.0f, 1.0f);
_velocity += tau * deltaVelocity;
}
void MyAvatar::applyThrust(float deltaTime) {
_velocity += _thrust * deltaTime;
float speed = glm::length(_velocity);
// cap the speed that thrust can achieve
if (speed > MAX_AVATAR_SPEED) {
_velocity *= MAX_AVATAR_SPEED / speed;
}
// zero thrust so we don't pile up thrust from other sources
_thrust = glm::vec3(0.0f);
}
/* Keep this code for the short term as reference in case we need to further tune the new model
* to achieve legacy movement response.
void MyAvatar::updateThrust(float deltaTime) {
//
// Gather thrust information from keyboard and sensors to apply to avatar motion
//
glm::quat orientation = getHead()->getCameraOrientation();
glm::vec3 front = orientation * IDENTITY_FRONT;
glm::vec3 right = orientation * IDENTITY_RIGHT;
glm::vec3 up = orientation * IDENTITY_UP;
const float THRUST_MAG_UP = 800.0f;
const float THRUST_MAG_DOWN = 300.0f;
const float THRUST_MAG_FWD = 500.0f;
const float THRUST_MAG_BACK = 300.0f;
const float THRUST_MAG_LATERAL = 250.0f;
const float THRUST_JUMP = 120.0f;
// Add Thrusts from keyboard
_thrust += _driveKeys[FWD] * _scale * THRUST_MAG_FWD * _thrustMultiplier * deltaTime * front;
_thrust -= _driveKeys[BACK] * _scale * THRUST_MAG_BACK * _thrustMultiplier * deltaTime * front;
_thrust += _driveKeys[RIGHT] * _scale * THRUST_MAG_LATERAL * _thrustMultiplier * deltaTime * right;
_thrust -= _driveKeys[LEFT] * _scale * THRUST_MAG_LATERAL * _thrustMultiplier * deltaTime * right;
_thrust += _driveKeys[UP] * _scale * THRUST_MAG_UP * _thrustMultiplier * deltaTime * up;
_thrust -= _driveKeys[DOWN] * _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;
// attenuate thrust when in penetration
if (glm::dot(_thrust, _lastBodyPenetration) > EPSILON) {
const float MAX_BODY_PENETRATION_DEPTH = 0.6f * _skeletonModel.getBoundingShapeRadius();
float penetrationFactor = glm::min(1.0f, glm::length(_lastBodyPenetration) / MAX_BODY_PENETRATION_DEPTH);
glm::vec3 penetrationDirection = glm::normalize(_lastBodyPenetration);
// attenuate parallel component
glm::vec3 parallelThrust = glm::dot(_thrust, penetrationDirection) * penetrationDirection;
// attenuate perpendicular component (friction)
glm::vec3 perpendicularThrust = _thrust - parallelThrust;
// recombine to get the final thrust
_thrust = (1.0f - penetrationFactor) * parallelThrust + (1.0f - penetrationFactor * penetrationFactor) * perpendicularThrust;
// attenuate the growth of _thrustMultiplier when in penetration
// otherwise the avatar will eventually be able to tunnel through the obstacle
_thrustMultiplier *= (1.0f - penetrationFactor * penetrationFactor);
} else if (_thrustMultiplier < 1.0f) {
// rapid healing of attenuated thrustMultiplier after penetration event
_thrustMultiplier = 1.0f;
}
_lastBodyPenetration = glm::vec3(0.0f);
// If thrust keys are being held down, slowly increase thrust to allow reaching great speeds
if (_driveKeys[FWD] || _driveKeys[BACK] || _driveKeys[RIGHT] || _driveKeys[LEFT] || _driveKeys[UP] || _driveKeys[DOWN]) {
const float THRUST_INCREASE_RATE = 1.05f;
const float MAX_THRUST_MULTIPLIER = 75.0f;
_thrustMultiplier *= 1.0f + deltaTime * THRUST_INCREASE_RATE;
if (_thrustMultiplier > MAX_THRUST_MULTIPLIER) {
_thrustMultiplier = MAX_THRUST_MULTIPLIER;
}
} else {
_thrustMultiplier = 1.0f;
}
// Add one time jumping force if requested
if (_shouldJump) {
if (glm::length(_gravity) > EPSILON) {
_thrust += _scale * THRUST_JUMP * up;
}
_shouldJump = false;
}
// Update speed brake status
const float MIN_SPEED_BRAKE_VELOCITY = _scale * 0.4f;
if ((glm::length(_thrust) == 0.0f) && _isThrustOn && (glm::length(_velocity) > MIN_SPEED_BRAKE_VELOCITY)) {
_speedBrakes = true;
}
_isThrustOn = (glm::length(_thrust) > EPSILON);
if (_isThrustOn || (_speedBrakes && (glm::length(_velocity) < MIN_SPEED_BRAKE_VELOCITY))) {
_speedBrakes = false;
}
_velocity += _thrust * deltaTime;
// Zero thrust out now that we've added it to velocity in this frame
_thrust = glm::vec3(0.0f);
// apply linear damping
const float MAX_STATIC_FRICTION_SPEED = 0.5f;
const float STATIC_FRICTION_STRENGTH = _scale * 20.0f;
applyStaticFriction(deltaTime, _velocity, MAX_STATIC_FRICTION_SPEED, STATIC_FRICTION_STRENGTH);
const float LINEAR_DAMPING_STRENGTH = 0.5f;
const float SPEED_BRAKE_POWER = _scale * 10.0f;
const float SQUARED_DAMPING_STRENGTH = 0.007f;
const float SLOW_NEAR_RADIUS = 5.0f;
float linearDamping = LINEAR_DAMPING_STRENGTH;
const float NEAR_AVATAR_DAMPING_FACTOR = 50.0f;
if (_distanceToNearestAvatar < _scale * SLOW_NEAR_RADIUS) {
linearDamping *= 1.0f + NEAR_AVATAR_DAMPING_FACTOR *
((SLOW_NEAR_RADIUS - _distanceToNearestAvatar) / SLOW_NEAR_RADIUS);
}
if (_speedBrakes) {
applyDamping(deltaTime, _velocity, linearDamping * SPEED_BRAKE_POWER, SQUARED_DAMPING_STRENGTH * SPEED_BRAKE_POWER);
} else {
applyDamping(deltaTime, _velocity, linearDamping, SQUARED_DAMPING_STRENGTH);
}
}
*/
void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
glm::vec3 up = getBodyUpDirection();
const float ENVIRONMENT_SURFACE_ELASTICITY = 0.0f;

View file

@ -53,7 +53,6 @@ public:
// setters
void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
void setVelocity(const glm::vec3 velocity) { _velocity = velocity; }
void setLeanScale(float scale) { _leanScale = scale; }
void setLocalGravity(glm::vec3 gravity);
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
@ -188,23 +187,23 @@ private:
bool _mousePressed;
float _bodyPitchDelta; // degrees
float _bodyRollDelta; // degrees
bool _shouldJump;
float _driveKeys[MAX_DRIVE_KEYS];
glm::vec3 _gravity;
float _distanceToNearestAvatar; // How close is the nearest avatar?
bool _shouldJump;
float _driveKeys[MAX_DRIVE_KEYS];
bool _wasPushing;
bool _isPushing;
bool _isBraking;
float _trapDuration; // seconds that avatar has been trapped by collisions
glm::vec3 _thrust; // final acceleration from outside sources for the current frame
glm::vec3 _motorVelocity; // intended velocity of avatar motion
float _trapDuration; // seconds that avatar has been trapped by collisions
glm::vec3 _thrust; // impulse accumulator for outside sources
glm::vec3 _motorVelocity; // intended velocity of avatar motion (relative to what it's standing on)
float _motorTimescale; // timescale for avatar motor to achieve its desired velocity
float _maxMotorSpeed;
quint32 _motionBehaviors;
glm::vec3 _lastBodyPenetration;
glm::vec3 _lastFloorContactPoint;
QWeakPointer<AvatarData> _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition;
@ -221,10 +220,7 @@ private:
float computeDistanceToFloor(const glm::vec3& startPoint);
void updateOrientation(float deltaTime);
void updatePosition(float deltaTime);
void updateMotorFromKeyboard(float deltaTime, bool walking);
float computeMotorTimescale();
void applyMotor(float deltaTime);
void applyThrust(float deltaTime);
float computeMotorTimescale(const glm::vec3& velocity);
void updateCollisionWithAvatars(float deltaTime);
void updateCollisionWithEnvironment(float deltaTime, float radius);
void updateCollisionWithVoxels(float deltaTime, float radius);

View file

@ -240,8 +240,6 @@ public:
const HeadData* getHeadData() const { return _headData; }
const HandData* getHandData() const { return _handData; }
virtual const glm::vec3& getVelocity() const { return vec3Zero; }
virtual bool findSphereCollisions(const glm::vec3& particleCenter, float particleRadius, CollisionList& collisions) {
return false;
}