diff --git a/interface/resources/html/interface-welcome.html b/interface/resources/html/interface-welcome.html
index ed905eb392..26ae6ff5c0 100644
--- a/interface/resources/html/interface-welcome.html
+++ b/interface/resources/html/interface-welcome.html
@@ -138,7 +138,7 @@
Import models
- Use the editEntitles.js script to
+ Use the edit.js script to
add FBX models in-world. You
can use grids and fine tune
placement-related parameters
diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp
index d50648e4d7..6e18c45468 100644
--- a/interface/src/Application.cpp
+++ b/interface/src/Application.cpp
@@ -987,12 +987,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
resetSensors();
break;
- case Qt::Key_G:
- if (isShifted) {
- Menu::getInstance()->triggerOption(MenuOption::ObeyEnvironmentalGravity);
- }
- break;
-
case Qt::Key_A:
if (isShifted) {
Menu::getInstance()->triggerOption(MenuOption::Atmosphere);
@@ -1165,10 +1159,6 @@ void Application::keyPressEvent(QKeyEvent* event) {
break;
}
- case Qt::Key_Comma: {
- _myAvatar->togglePhysicsEnabled();
- }
-
default:
event->ignore();
break;
@@ -2192,7 +2182,6 @@ void Application::update(float deltaTime) {
{
PerformanceTimer perfTimer("physics");
- _myAvatar->preSimulation();
_physicsEngine.stepSimulation();
}
diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp
index 2ec5c12ca0..5867dd29e2 100644
--- a/interface/src/Menu.cpp
+++ b/interface/src/Menu.cpp
@@ -201,9 +201,7 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::NamesAboveHeads, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::GlowWhenSpeaking, 0, true);
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::BlueSpeechSphere, 0, true);
- addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ObeyEnvironmentalGravity, Qt::SHIFT | Qt::Key_G, false,
- avatar, SLOT(updateMotionBehavior()));
- addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::StandOnNearbyFloors, 0, true,
+ addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::EnableCharacterController, 0, true,
avatar, SLOT(updateMotionBehavior()));
addCheckableActionToQMenuAndActionHash(avatarMenu, MenuOption::ShiftHipsForIdleAnimations, 0, false,
avatar, SLOT(updateMotionBehavior()));
diff --git a/interface/src/Menu.h b/interface/src/Menu.h
index 508d684c3e..63dab63711 100644
--- a/interface/src/Menu.h
+++ b/interface/src/Menu.h
@@ -153,6 +153,7 @@ namespace MenuOption {
const QString EchoServerAudio = "Echo Server Audio";
const QString EditEntitiesHelp = "Edit Entities Help...";
const QString Enable3DTVMode = "Enable 3DTV Mode";
+ const QString EnableCharacterController = "Enable avatar collisions";
const QString EnableGlowEffect = "Enable Glow Effect (Warning: Poor Oculus Performance)";
const QString EnableVRMode = "Enable VR Mode";
const QString Entities = "Entities";
@@ -185,7 +186,6 @@ namespace MenuOption {
const QString MuteAudio = "Mute Microphone";
const QString MuteEnvironment = "Mute Environment";
const QString NoFaceTracking = "None";
- const QString ObeyEnvironmentalGravity = "Obey Environmental Gravity";
const QString OctreeStats = "Entity Statistics";
const QString OffAxisProjection = "Off-Axis Projection";
const QString OnlyDisplayTopTen = "Only Display Top Ten";
@@ -236,7 +236,6 @@ namespace MenuOption {
const QString SixenseEnabled = "Enable Hydra Support";
const QString SixenseMouseInput = "Enable Sixense Mouse Input";
const QString SixenseLasers = "Enable Sixense UI Lasers";
- const QString StandOnNearbyFloors = "Stand on nearby floors";
const QString ShiftHipsForIdleAnimations = "Shift hips for idle animations";
const QString Stars = "Stars";
const QString Stats = "Stats";
diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp
index 2f42544f28..26b777b35b 100644
--- a/interface/src/avatar/MyAvatar.cpp
+++ b/interface/src/avatar/MyAvatar.cpp
@@ -81,7 +81,6 @@ MyAvatar::MyAvatar() :
_scriptedMotorTimescale(DEFAULT_SCRIPTED_MOTOR_TIMESCALE),
_scriptedMotorFrame(SCRIPTED_MOTOR_CAMERA_FRAME),
_motionBehaviors(AVATAR_MOTION_DEFAULTS),
- _enablePhysics(false),
_characterController(this),
_lookAtTargetAvatar(),
_shouldRender(true),
@@ -101,6 +100,7 @@ MyAvatar::MyAvatar() :
// connect to AddressManager signal for location jumps
connect(DependencyManager::get().data(), &AddressManager::locationChangeRequired,
this, &MyAvatar::goToLocation);
+ _characterController.setEnabled(true);
}
MyAvatar::~MyAvatar() {
@@ -147,10 +147,6 @@ void MyAvatar::update(float deltaTime) {
head->setAudioLoudness(audio->getLastInputLoudness());
head->setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
- if (_motionBehaviors & AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY) {
- setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
- }
-
simulate(deltaTime);
if (_feetTouchFloor) {
_skeletonModel.updateStandingFoot();
@@ -174,11 +170,7 @@ void MyAvatar::simulate(float deltaTime) {
{
PerformanceTimer perfTimer("transform");
updateOrientation(deltaTime);
- if (isPhysicsEnabled()) {
- updatePositionWithPhysics(deltaTime);
- } else {
- updatePosition(deltaTime);
- }
+ updatePosition(deltaTime);
}
{
@@ -484,26 +476,6 @@ void MyAvatar::loadLastRecording() {
_player->loadRecording(_recorder->getRecording());
}
-void MyAvatar::setLocalGravity(glm::vec3 gravity) {
- _motionBehaviors |= AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
- // Environmental and Local gravities are incompatible. Since Local is being set here
- // the environmental setting must be removed.
- _motionBehaviors &= ~AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
- setGravity(gravity);
-}
-
-void MyAvatar::setGravity(const glm::vec3& gravity) {
- _gravity = gravity;
-
- // use the gravity to determine the new world up direction, if possible
- float gravityLength = glm::length(gravity);
- if (gravityLength > EPSILON) {
- _worldUpDirection = _gravity / -gravityLength;
- }
- // NOTE: the else case here it to leave _worldUpDirection unchanged
- // so it continues to point opposite to the previous gravity setting.
-}
-
AnimationHandlePointer MyAvatar::addAnimationHandle() {
AnimationHandlePointer handle = _skeletonModel.createAnimationHandle();
_animationHandles.append(handle);
@@ -1258,128 +1230,38 @@ glm::vec3 MyAvatar::applyScriptedMotor(float deltaTime, const glm::vec3& localVe
return localVelocity + motorEfficiency * deltaVelocity;
}
-const float NEARBY_FLOOR_THRESHOLD = 5.0f;
-
void MyAvatar::updatePosition(float deltaTime) {
-
- // check for floor by casting a ray straight down from avatar's position
- float heightAboveFloor = FLT_MAX;
- bool hasFloor = false;
- const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
- const float maxFloorDistance = boundingShape.getBoundingRadius() * NEARBY_FLOOR_THRESHOLD;
-
- RayIntersectionInfo intersection;
- // NOTE: avatar is center of PhysicsSimulation, so rayStart is the origin for the purposes of the raycast
- intersection._rayStart = glm::vec3(0.0f);
- intersection._rayDirection = - _worldUpDirection;
- intersection._rayLength = 4.0f * boundingShape.getBoundingRadius();
-
- // velocity is initialized to the measured _velocity but will be modified by friction, external thrust, etc
- glm::vec3 velocity = _velocity;
-
- bool pushingUp = (_driveKeys[UP] - _driveKeys[DOWN] > 0.0f) || _scriptedMotorVelocity.y > 0.0f;
- if (_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
- const float MAX_SPEED_UNDER_GRAVITY = 2.0f * _scale * MAX_WALKING_SPEED;
- if (pushingUp || glm::length2(velocity) > MAX_SPEED_UNDER_GRAVITY * MAX_SPEED_UNDER_GRAVITY) {
- // we're pushing up or moving quickly, so disable gravity
- setLocalGravity(glm::vec3(0.0f));
- hasFloor = false;
- } else {
- if (heightAboveFloor > maxFloorDistance) {
- // disable local gravity when floor is too far away
- setLocalGravity(glm::vec3(0.0f));
- hasFloor = false;
- } else {
- // enable gravity
- setLocalGravity(-_worldUpDirection);
- }
- }
- }
-
- bool zeroDownwardVelocity = false;
- bool gravityEnabled = (glm::length2(_gravity) > EPSILON);
- if (gravityEnabled) {
- const float SLOP = 0.002f;
- if (heightAboveFloor < SLOP) {
- if (heightAboveFloor < 0.0) {
- // Gravity is in effect so we assume that the avatar is colliding against the world and we need
- // to lift avatar out of floor, but we don't want to do it too fast (keep it smooth).
- float distanceToLift = glm::min(-heightAboveFloor, MAX_WALKING_SPEED * deltaTime);
-
- // We don't use applyPositionDelta() for this lift distance because we don't want the avatar
- // to come flying out of the floor. Instead we update position directly, and set a boolean
- // that will remind us later to zero any downward component of the velocity.
- _position += distanceToLift * _worldUpDirection;
- }
- zeroDownwardVelocity = true;
- }
- if (!zeroDownwardVelocity) {
- velocity += (deltaTime * GRAVITY_EARTH) * _gravity;
- }
- }
-
- // rotate velocity into camera frame
- glm::quat rotation = getHead()->getCameraOrientation();
- glm::vec3 localVelocity = glm::inverse(rotation) * velocity;
-
- // apply motors in camera frame
- glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, hasFloor);
- newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
-
- // rotate back into world-frame
- velocity = rotation * newLocalVelocity;
-
- // apply thrust
- velocity += _thrust * deltaTime;
- _thrust = glm::vec3(0.0f);
-
- // remove downward velocity so we don't push into floor
- if (zeroDownwardVelocity) {
- float verticalSpeed = glm::dot(velocity, _worldUpDirection);
- if (verticalSpeed < 0.0f || !pushingUp) {
- velocity -= verticalSpeed * _worldUpDirection;
- }
- }
-
- // cap avatar speed
- float speed = glm::length(velocity);
- if (speed > MAX_AVATAR_SPEED) {
- velocity *= MAX_AVATAR_SPEED / speed;
- speed = MAX_AVATAR_SPEED;
- }
-
- // update position
- if (speed > MIN_AVATAR_SPEED) {
- applyPositionDelta(deltaTime * velocity);
- }
-
- // update _moving flag based on speed
- const float MOVING_SPEED_THRESHOLD = 0.01f;
- _moving = speed > MOVING_SPEED_THRESHOLD;
-
- measureMotionDerivatives(deltaTime);
-}
-
-void MyAvatar::updatePositionWithPhysics(float deltaTime) {
// rotate velocity into camera frame
glm::quat rotation = getHead()->getCameraOrientation();
glm::vec3 localVelocity = glm::inverse(rotation) * _velocity;
- bool hasFloor = false;
- glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, hasFloor);
+ bool isOnGround = _characterController.onGround();
+ glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, isOnGround);
newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
- // cap avatar speed
- float speed = glm::length(newLocalVelocity);
- if (speed > MAX_WALKING_SPEED) {
- newLocalVelocity *= MAX_WALKING_SPEED / speed;
- }
-
// rotate back into world-frame
_velocity = rotation * newLocalVelocity;
_velocity += _thrust * deltaTime;
_thrust = glm::vec3(0.0f);
+
+ // cap avatar speed
+ float speed = glm::length(_velocity);
+ if (speed > MAX_AVATAR_SPEED) {
+ _velocity *= MAX_AVATAR_SPEED / speed;
+ speed = MAX_AVATAR_SPEED;
+ }
+
+ if (speed > MIN_AVATAR_SPEED && !_characterController.isEnabled()) {
+ // update position ourselves
+ applyPositionDelta(deltaTime * _velocity);
+ measureMotionDerivatives(deltaTime);
+ } // else physics will move avatar later
+
+ // update _moving flag based on speed
+ const float MOVING_SPEED_THRESHOLD = 0.01f;
+ _moving = speed > MOVING_SPEED_THRESHOLD;
+
}
void MyAvatar::updateCollisionSound(const glm::vec3 &penetration, float deltaTime, float frequency) {
@@ -1496,23 +1378,6 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
void MyAvatar::updateMotionBehavior() {
Menu* menu = Menu::getInstance();
- if (menu->isOptionChecked(MenuOption::ObeyEnvironmentalGravity)) {
- _motionBehaviors |= AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
- // Environmental and Local gravities are incompatible. Environmental setting trumps local.
- _motionBehaviors &= ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
- } else {
- _motionBehaviors &= ~AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
- }
- if (! (_motionBehaviors & (AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY | AVATAR_MOTION_OBEY_LOCAL_GRAVITY))) {
- setGravity(glm::vec3(0.0f));
- }
- if (menu->isOptionChecked(MenuOption::StandOnNearbyFloors)) {
- _motionBehaviors |= AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
- // standing on floors requires collision with voxels
- // TODO: determine what to do with this now that voxels are gone
- } else {
- _motionBehaviors &= ~AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
- }
if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) {
_motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;
} else {
@@ -1523,6 +1388,7 @@ void MyAvatar::updateMotionBehavior() {
} else {
_motionBehaviors &= ~AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
}
+ _characterController.setEnabled(menu->isOptionChecked(MenuOption::EnableCharacterController));
_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
}
@@ -1581,10 +1447,6 @@ glm::vec3 MyAvatar::getLaserPointerTipPosition(const PalmData* palm) {
return palm->getPosition();
}
-void MyAvatar::preSimulation() {
- _characterController.setEnabled(_enablePhysics);
-}
-
void MyAvatar::clearDriveKeys() {
for (int i = 0; i < MAX_DRIVE_KEYS; ++i) {
_driveKeys[i] = 0.0f;
diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h
index a37d1c6a30..99c0bdb5df 100644
--- a/interface/src/avatar/MyAvatar.h
+++ b/interface/src/avatar/MyAvatar.h
@@ -25,7 +25,7 @@ class MyAvatar : public Avatar {
Q_PROPERTY(glm::vec3 motorVelocity READ getScriptedMotorVelocity WRITE setScriptedMotorVelocity)
Q_PROPERTY(float motorTimescale READ getScriptedMotorTimescale WRITE setScriptedMotorTimescale)
Q_PROPERTY(QString motorReferenceFrame READ getScriptedMotorFrame WRITE setScriptedMotorFrame)
- Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setLocalGravity)
+ //TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
public:
MyAvatar();
@@ -44,13 +44,11 @@ public:
// setters
void setLeanScale(float scale) { _leanScale = scale; }
- void setLocalGravity(glm::vec3 gravity);
void setShouldRenderLocally(bool shouldRender) { _shouldRender = shouldRender; }
void setRealWorldFieldOfView(float realWorldFov) { _realWorldFieldOfView.set(realWorldFov); }
// getters
float getLeanScale() const { return _leanScale; }
- glm::vec3 getGravity() const { return _gravity; }
Q_INVOKABLE glm::vec3 getDefaultEyePosition() const;
bool getShouldRenderLocally() const { return _shouldRender; }
float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
@@ -148,11 +146,6 @@ public:
const RecorderPointer getRecorder() const { return _recorder; }
const PlayerPointer getPlayer() const { return _player; }
-
- void togglePhysicsEnabled() { _enablePhysics = !_enablePhysics; }
- bool isPhysicsEnabled() { return _enablePhysics; }
- void setPhysicsEnabled(bool enablePhysics) { _enablePhysics = enablePhysics; }
- void preSimulation();
public slots:
void increaseSize();
@@ -209,7 +202,6 @@ private:
int _scriptedMotorFrame;
quint32 _motionBehaviors;
- bool _enablePhysics;
CharacterController _characterController;
QWeakPointer _lookAtTargetAvatar;
@@ -234,10 +226,8 @@ private:
glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool walkingOnFloor);
glm::vec3 applyScriptedMotor(float deltaTime, const glm::vec3& velocity);
void updatePosition(float deltaTime);
- void updatePositionWithPhysics(float deltaTime);
void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
void maybeUpdateBillboard();
- void setGravity(const glm::vec3& gravity);
};
#endif // hifi_MyAvatar_h
diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h
index a2feb98798..ad90c88aaa 100644
--- a/libraries/avatars/src/AvatarData.h
+++ b/libraries/avatars/src/AvatarData.h
@@ -61,21 +61,13 @@ typedef unsigned long long quint64;
const quint32 AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED = 1U << 0;
const quint32 AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED = 1U << 1;
-const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 2;
-const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 3;
-const quint32 AVATAR_MOTION_STAND_ON_NEARBY_FLOORS = 1U << 4;
-
const quint32 AVATAR_MOTION_DEFAULTS =
AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED |
- AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED |
- AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
+ AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
// these bits will be expanded as features are exposed
const quint32 AVATAR_MOTION_SCRIPTABLE_BITS =
- AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED |
- AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY |
- AVATAR_MOTION_OBEY_LOCAL_GRAVITY |
- AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
+ AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED;
// Bitset of state flags - we store the key state, hand state, faceshift, chat circling, and existance of
@@ -365,8 +357,8 @@ protected:
HeadData* _headData;
HandData* _handData;
- QUrl _faceModelURL = DEFAULT_HEAD_MODEL_URL;
- QUrl _skeletonModelURL = DEFAULT_BODY_MODEL_URL;
+ QUrl _faceModelURL; // These need to be empty so that on first time setting them they will not short circuit
+ QUrl _skeletonModelURL; // These need to be empty so that on first time setting them they will not short circuit
QVector _attachmentData;
QString _displayName;
diff --git a/libraries/networking/src/AccountManager.cpp b/libraries/networking/src/AccountManager.cpp
index 5858c0926d..46c6418c63 100644
--- a/libraries/networking/src/AccountManager.cpp
+++ b/libraries/networking/src/AccountManager.cpp
@@ -282,7 +282,7 @@ void AccountManager::processReply() {
} else {
passErrorToCallback(requestReply);
}
- delete requestReply;
+ requestReply->deleteLater();
}
void AccountManager::passSuccessToCallback(QNetworkReply* requestReply) {
diff --git a/libraries/physics/src/CharacterController.cpp b/libraries/physics/src/CharacterController.cpp
index e84df7d644..09c6b5599f 100644
--- a/libraries/physics/src/CharacterController.cpp
+++ b/libraries/physics/src/CharacterController.cpp
@@ -40,6 +40,24 @@ static btVector3 getNormalizedVector(const btVector3& v) {
return n;
}
+class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback {
+public:
+ btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) :
+ btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)) {
+ _me = me;
+ }
+
+ virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) {
+ if (rayResult.m_collisionObject == _me) {
+ return 1.0f;
+ }
+ return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
+ }
+protected:
+ btCollisionObject* _me;
+};
+
+
class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback {
public:
btKinematicClosestNotMeConvexResultCallback(btCollisionObject* me, const btVector3& up, btScalar minSlopeDot)
@@ -199,9 +217,7 @@ CharacterController::CharacterController(AvatarData* avatarData) {
assert(avatarData);
_avatarData = avatarData;
- // cache the "PhysicsEnabled" state of _avatarData
_enabled = false;
-
_ghostObject = NULL;
_convexShape = NULL;
@@ -210,11 +226,13 @@ CharacterController::CharacterController(AvatarData* avatarData) {
_velocityTimeInterval = 0.0f;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
- _gravity = 9.8f;
+ _gravity = 5.0f; // slower than Earth's
_maxFallSpeed = 55.0f; // Terminal velocity of a sky diver in m/s.
- _jumpSpeed = 7.0f;
- _wasOnGround = false;
- _wasJumping = false;
+ _jumpSpeed = 5.0f;
+ _isOnGround = false;
+ _isJumping = false;
+ _isHovering = true;
+ _jumpToHoverStart = 0;
setMaxSlope(btRadians(45.0f));
_lastStepUp = 0.0f;
_pendingFlags = 0;
@@ -325,6 +343,26 @@ bool CharacterController::recoverFromPenetration(btCollisionWorld* collisionWorl
return penetration;
}
+void CharacterController::scanDown(btCollisionWorld* world) {
+ // we test with downward raycast and if we don't find floor close enough then turn on "hover"
+ btKinematicClosestNotMeRayResultCallback callback(_ghostObject);
+ callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
+ callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
+
+ btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
+ btVector3 start = _currentPosition;
+ const btScalar MAX_SCAN_HEIGHT = 20.0f + _halfHeight + _radius; // closest possible floor for disabling hover
+ const btScalar MIN_HOVER_HEIGHT = 3.0f + _halfHeight + _radius; // distance to floor for enabling hover
+ btVector3 end = start - MAX_SCAN_HEIGHT * up;
+
+ world->rayTest(start, end, callback);
+ if (!callback.hasHit()) {
+ _isHovering = true;
+ } else if (_isHovering && callback.m_closestHitFraction * MAX_SCAN_HEIGHT < MIN_HOVER_HEIGHT) {
+ _isHovering = false;
+ }
+}
+
void CharacterController::stepUp(btCollisionWorld* world) {
// phase 1: up
@@ -334,7 +372,7 @@ void CharacterController::stepUp(btCollisionWorld* world) {
btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
start.setOrigin(_currentPosition + up * (_convexShape->getMargin() + _addedMargin));
- _targetPosition = _currentPosition + up * _stepHeight;
+ _targetPosition = _currentPosition + up * _stepUpHeight;
end.setIdentity();
end.setOrigin(_targetPosition);
@@ -352,15 +390,15 @@ void CharacterController::stepUp(btCollisionWorld* world) {
// Only modify the position if the hit was a slope and not a wall or ceiling.
if (callback.m_hitNormalWorld.dot(up) > 0.0f) {
- _lastStepUp = _stepHeight * callback.m_closestHitFraction;
+ _lastStepUp = _stepUpHeight * callback.m_closestHitFraction;
_currentPosition.setInterpolate3(_currentPosition, _targetPosition, callback.m_closestHitFraction);
} else {
- _lastStepUp = _stepHeight;
+ _lastStepUp = _stepUpHeight;
_currentPosition = _targetPosition;
}
} else {
_currentPosition = _targetPosition;
- _lastStepUp = _stepHeight;
+ _lastStepUp = _stepUpHeight;
}
}
@@ -411,12 +449,12 @@ void CharacterController::stepForward(btCollisionWorld* collisionWorld, const bt
btScalar margin = _convexShape->getMargin();
_convexShape->setMargin(margin + _addedMargin);
- const btScalar MIN_STEP_DISTANCE = 0.0001f;
+ const btScalar MIN_STEP_DISTANCE_SQUARED = 1.0e-6f;
btVector3 step = _targetPosition - _currentPosition;
btScalar stepLength2 = step.length2();
int maxIter = 10;
- while (stepLength2 > MIN_STEP_DISTANCE && maxIter-- > 0) {
+ while (stepLength2 > MIN_STEP_DISTANCE_SQUARED && maxIter-- > 0) {
start.setOrigin(_currentPosition);
end.setOrigin(_targetPosition);
@@ -477,13 +515,16 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
end.setOrigin(_targetPosition);
_ghostObject->convexSweepTest(_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
+ _isOnGround = false;
if (callback.hasHit()) {
_currentPosition += callback.m_closestHitFraction * step;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
- _wasJumping = false;
- } else if (!_wasJumping) {
+ _isJumping = false;
+ _isOnGround = true;
+ } else if (!_isJumping) {
// sweep again for floor within downStep threshold
+ step = -_stepDownHeight * up;
StepDownConvexResultCallback callback2 (_ghostObject,
up,
_currentPosition, step,
@@ -495,8 +536,6 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
_currentPosition = _targetPosition;
- btVector3 oldPosition = _currentPosition;
- step = (- _stepHeight) * up;
_targetPosition = _currentPosition + step;
start.setOrigin(_currentPosition);
@@ -507,10 +546,10 @@ void CharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt
_currentPosition += callback2.m_closestHitFraction * step;
_verticalVelocity = 0.0f;
_verticalOffset = 0.0f;
- _wasJumping = false;
+ _isJumping = false;
+ _isOnGround = true;
} else {
- // nothing to step down on, so remove the stepUp effect
- _currentPosition = oldPosition - _lastStepUp * up;
+ // nothing to step down on
_lastStepUp = 0.0f;
}
} else {
@@ -534,8 +573,8 @@ void CharacterController::setVelocityForTimeInterval(const btVector3& velocity,
void CharacterController::reset(btCollisionWorld* collisionWorld) {
_verticalVelocity = 0.0;
_verticalOffset = 0.0;
- _wasOnGround = false;
- _wasJumping = false;
+ _isOnGround = false;
+ _isJumping = false;
_walkDirection.setValue(0,0,0);
_velocityTimeInterval = 0.0;
@@ -581,14 +620,17 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
return; // no motion
}
- _wasOnGround = onGround();
-
// Update fall velocity.
- _verticalVelocity -= _gravity * dt;
- if (_verticalVelocity > _jumpSpeed) {
- _verticalVelocity = _jumpSpeed;
- } else if (_verticalVelocity < -_maxFallSpeed) {
- _verticalVelocity = -_maxFallSpeed;
+ if (_isHovering) {
+ const btScalar HOVER_RELAXATION_TIMESCALE = 1.0f;
+ _verticalVelocity *= (1.0f - dt / HOVER_RELAXATION_TIMESCALE);
+ } else {
+ _verticalVelocity -= _gravity * dt;
+ if (_verticalVelocity > _jumpSpeed) {
+ _verticalVelocity = _jumpSpeed;
+ } else if (_verticalVelocity < -_maxFallSpeed) {
+ _verticalVelocity = -_maxFallSpeed;
+ }
}
_verticalOffset = _verticalVelocity * dt;
@@ -600,11 +642,14 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
// (2) step the character forward
// (3) step the character down looking for new ledges, the original floor, or a floor one step below where we started
+ scanDown(collisionWorld);
+
stepUp(collisionWorld);
// compute substep and decrement total interval
btScalar dtMoving = (dt < _velocityTimeInterval) ? dt : _velocityTimeInterval;
_velocityTimeInterval -= dt;
+ _stepDt += dt;
// stepForward substep
btVector3 move = _walkDirection * dtMoving;
@@ -629,11 +674,25 @@ void CharacterController::setMaxJumpHeight(btScalar maxJumpHeight) {
}
bool CharacterController::canJump() const {
- return onGround();
+ return _isOnGround;
}
void CharacterController::jump() {
_pendingFlags |= PENDING_FLAG_JUMP;
+
+ // check for case where user is holding down "jump" key...
+ // we'll eventually tansition to "hover"
+ if (!_isHovering) {
+ if (!_isJumping) {
+ _jumpToHoverStart = usecTimestampNow();
+ } else {
+ quint64 now = usecTimestampNow();
+ const quint64 JUMP_TO_HOVER_PERIOD = USECS_PER_SECOND;
+ if (now - _jumpToHoverStart < JUMP_TO_HOVER_PERIOD) {
+ _isHovering = true;
+ }
+ }
+ }
}
void CharacterController::setGravity(btScalar gravity) {
@@ -654,7 +713,7 @@ btScalar CharacterController::getMaxSlope() const {
}
bool CharacterController::onGround() const {
- return _enabled && _verticalVelocity == 0.0f && _verticalOffset == 0.0f;
+ return _isOnGround;
}
void CharacterController::debugDraw(btIDebugDraw* debugDrawer) {
@@ -684,10 +743,12 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm
if (radiusDelta < FLT_EPSILON && heightDelta < FLT_EPSILON) {
// shape hasn't changed --> nothing to do
} else {
- // we always need to: REMOVE when UPDATE_SHAPE, to avoid deleting shapes out from under the PhysicsEngine
- _pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION
- | PENDING_FLAG_UPDATE_SHAPE;
- // but only need to ADD back when we happen to be enabled
+ if (_dynamicsWorld) {
+ // must REMOVE from world prior to shape update
+ _pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
+ }
+ _pendingFlags |= PENDING_FLAG_UPDATE_SHAPE;
+ // only need to ADD back when we happen to be enabled
if (_enabled) {
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
}
@@ -711,11 +772,13 @@ void CharacterController::setEnabled(bool enabled) {
// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
// Setting the ADD bit here works for all cases so we don't even bother checking other bits.
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
+ _isHovering = true;
} else {
- // Always set REMOVE bit when going disabled, and we always clear the ADD bit just in case
- // it was previously set by something else (e.g. an UPDATE_SHAPE event).
- _pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
+ if (_dynamicsWorld) {
+ _pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
+ }
_pendingFlags &= ~ PENDING_FLAG_ADD_TO_SIMULATION;
+ _isOnGround = false;
}
_enabled = enabled;
}
@@ -729,17 +792,23 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
}
_dynamicsWorld = world;
if (_dynamicsWorld) {
- _pendingFlags &= ~ (PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_JUMP);
+ _pendingFlags &= ~ PENDING_FLAG_JUMP;
_dynamicsWorld->addCollisionObject(getGhostObject(),
btBroadphaseProxy::CharacterFilter,
btBroadphaseProxy::StaticFilter | btBroadphaseProxy::DefaultFilter);
_dynamicsWorld->addAction(this);
reset(_dynamicsWorld);
+ }
+ }
+ if (_dynamicsWorld) {
+ if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
+ // shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
+ _pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION;
} else {
- _pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
+ _pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
}
} else {
- _pendingFlags &= ~ (PENDING_FLAG_REMOVE_FROM_SIMULATION | PENDING_FLAG_ADD_TO_SIMULATION);
+ _pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
}
@@ -772,10 +841,8 @@ void CharacterController::updateShapeIfNecessary() {
_ghostObject->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()),
glmToBullet(_avatarData->getPosition())));
// stepHeight affects the heights of ledges that the character can ascend
- // however the actual ledge height is some function of _stepHeight
- // due to character shape and this CharacterController algorithm
- // (the function is approximately 2*_stepHeight)
- _stepHeight = 0.1f * (_radius + _halfHeight) + 0.1f;
+ _stepUpHeight = _radius + 0.25f * _halfHeight + 0.1f;
+ _stepDownHeight = _radius;
// create new shape
_convexShape = new btCapsuleShape(_radius, 2.0f * _halfHeight);
@@ -799,9 +866,12 @@ void CharacterController::preSimulation(btScalar timeStep) {
_pendingFlags &= ~ PENDING_FLAG_JUMP;
if (canJump()) {
_verticalVelocity = _jumpSpeed;
- _wasJumping = true;
+ _isJumping = true;
}
}
+ // remember last position so we can throttle the total motion from the next step
+ _lastPosition = position;
+ _stepDt = 0.0f;
}
}
@@ -809,9 +879,24 @@ void CharacterController::postSimulation() {
if (_enabled) {
const btTransform& avatarTransform = _ghostObject->getWorldTransform();
glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
- glm::vec3 offset = rotation * _shapeLocalOffset;
+ glm::vec3 position = bulletToGLM(avatarTransform.getOrigin());
+
+ // cap the velocity of the step so that the character doesn't POP! so hard on steps
+ glm::vec3 finalStep = position - _lastPosition;
+ btVector3 finalVelocity = _walkDirection;
+ btVector3 up = quatRotate(_currentRotation, LOCAL_UP_AXIS);
+ finalVelocity += _verticalVelocity * up;
+ const btScalar MAX_RESOLUTION_SPEED = 5.0f; // m/sec
+ btScalar maxStepLength = glm::max(MAX_RESOLUTION_SPEED, 2.0f * finalVelocity.length()) * _stepDt;
+ btScalar stepLength = glm::length(finalStep);
+ if (stepLength > maxStepLength) {
+ position = _lastPosition + (maxStepLength / stepLength) * finalStep;
+ // NOTE: we don't need to move ghostObject to throttled position unless
+ // we want to support do async ray-traces/collision-queries against character
+ }
+
_avatarData->setOrientation(rotation);
- _avatarData->setPosition(bulletToGLM(avatarTransform.getOrigin()) - offset);
+ _avatarData->setPosition(position - rotation * _shapeLocalOffset);
}
}
diff --git a/libraries/physics/src/CharacterController.h b/libraries/physics/src/CharacterController.h
index 323529b1cd..eeaa5836dd 100644
--- a/libraries/physics/src/CharacterController.h
+++ b/libraries/physics/src/CharacterController.h
@@ -59,7 +59,8 @@ protected:
btScalar _maxSlopeCosine; // Cosine equivalent of _maxSlopeRadians (calculated once when set, for optimization)
btScalar _gravity;
- btScalar _stepHeight; // height of stepUp prior to stepForward
+ btScalar _stepUpHeight; // height of stepUp prior to stepForward
+ btScalar _stepDownHeight; // height of stepDown
btScalar _addedMargin;//@todo: remove this and fix the code
@@ -71,6 +72,7 @@ protected:
btVector3 _currentPosition;
btQuaternion _currentRotation;
btVector3 _targetPosition;
+ glm::vec3 _lastPosition;
btScalar _lastStepUp;
///keep track of the contact manifolds
@@ -80,9 +82,12 @@ protected:
btVector3 _floorNormal; // points from object to character
bool _enabled;
- bool _wasOnGround;
- bool _wasJumping;
+ bool _isOnGround;
+ bool _isJumping;
+ bool _isHovering;
+ quint64 _jumpToHoverStart;
btScalar _velocityTimeInterval;
+ btScalar _stepDt;
uint32_t _pendingFlags;
glm::vec3 _shapeLocalOffset;
@@ -95,6 +100,7 @@ protected:
btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal);
bool recoverFromPenetration(btCollisionWorld* collisionWorld);
+ void scanDown(btCollisionWorld* collisionWorld);
void stepUp(btCollisionWorld* collisionWorld);
void updateTargetPositionBasedOnCollision(const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
void stepForward(btCollisionWorld* collisionWorld, const btVector3& walkMove);
@@ -161,6 +167,7 @@ public:
bool needsRemoval() const;
bool needsAddition() const;
void setEnabled(bool enabled);
+ bool isEnabled() const { return _enabled; }
void setDynamicsWorld(btDynamicsWorld* world);
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
diff --git a/libraries/script-engine/src/ScriptEngine.cpp b/libraries/script-engine/src/ScriptEngine.cpp
index 716af1d188..831db73a0a 100644
--- a/libraries/script-engine/src/ScriptEngine.cpp
+++ b/libraries/script-engine/src/ScriptEngine.cpp
@@ -360,10 +360,6 @@ void ScriptEngine::init() {
globalObject().setProperty("TREE_SCALE", newVariant(QVariant(TREE_SCALE)));
globalObject().setProperty("COLLISION_GROUP_ENVIRONMENT", newVariant(QVariant(COLLISION_GROUP_ENVIRONMENT)));
globalObject().setProperty("COLLISION_GROUP_AVATARS", newVariant(QVariant(COLLISION_GROUP_AVATARS)));
-
- globalObject().setProperty("AVATAR_MOTION_OBEY_LOCAL_GRAVITY", newVariant(QVariant(AVATAR_MOTION_OBEY_LOCAL_GRAVITY)));
- globalObject().setProperty("AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY", newVariant(QVariant(AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY)));
-
}
QScriptValue ScriptEngine::registerGlobalObject(const QString& name, QObject* object) {
diff --git a/libraries/script-engine/src/XMLHttpRequestClass.cpp b/libraries/script-engine/src/XMLHttpRequestClass.cpp
index 8755527860..3054472a3c 100644
--- a/libraries/script-engine/src/XMLHttpRequestClass.cpp
+++ b/libraries/script-engine/src/XMLHttpRequestClass.cpp
@@ -22,6 +22,8 @@
#include "XMLHttpRequestClass.h"
#include "ScriptEngine.h"
+const QString METAVERSE_API_URL = "https://metaverse.highfidelity.com/api/";
+
Q_DECLARE_METATYPE(QByteArray*)
XMLHttpRequestClass::XMLHttpRequestClass(QScriptEngine* engine) :
@@ -207,7 +209,7 @@ void XMLHttpRequestClass::open(const QString& method, const QString& url, bool a
notImplemented();
}
} else {
- if (url.toLower().left(33) == "https://metaverse.highfidelity.com/api/") {
+ if (url.toLower().left(METAVERSE_API_URL.length()) == METAVERSE_API_URL) {
AccountManager& accountManager = AccountManager::getInstance();
if (accountManager.hasValidAccessToken()) {