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CharacterController: refined state machine.
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2 changed files with 109 additions and 98 deletions
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@ -56,7 +56,8 @@ CharacterController::CharacterController() {
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_jumpSpeed = JUMP_SPEED;
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_state = State::Hover;
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_isPushingUp = false;
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_jumpToHoverStart = 0;
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_jumpButtonDownStart = 0;
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_jumpButtonDownCount = 0;
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_takeoffToInAirStart = 0;
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_followTime = 0.0f;
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_followLinearDisplacement = btVector3(0, 0, 0);
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@ -158,68 +159,57 @@ void CharacterController::preStep(btCollisionWorld* collisionWorld) {
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}
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void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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btVector3 actualVelocity = _rigidBody->getLinearVelocity();
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btScalar actualSpeed = actualVelocity.length();
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btVector3 desiredVelocity = _walkVelocity;
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btScalar desiredSpeed = desiredVelocity.length();
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const btScalar MIN_UP_PUSH = 0.1f;
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if (desiredVelocity.dot(_currentUp) < MIN_UP_PUSH) {
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_isPushingUp = false;
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}
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const btScalar MIN_SPEED = 0.001f;
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if (_state == State::Hover) {
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if (desiredSpeed < MIN_SPEED) {
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if (actualSpeed < MIN_SPEED) {
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_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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const btScalar HOVER_BRAKING_TIMESCALE = 0.1f;
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btScalar tau = glm::max(dt / HOVER_BRAKING_TIMESCALE, 1.0f);
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_rigidBody->setLinearVelocity((1.0f - tau) * actualVelocity);
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}
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} else {
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const btScalar HOVER_ACCELERATION_TIMESCALE = 0.1f;
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btScalar tau = dt / HOVER_ACCELERATION_TIMESCALE;
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_rigidBody->setLinearVelocity(actualVelocity - tau * (actualVelocity - desiredVelocity));
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btVector3 actualVelocity = _rigidBody->getLinearVelocity();
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if (actualVelocity.length() < MIN_SPEED) {
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actualVelocity = btVector3(0.0f, 0.0f, 0.0f);
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}
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btVector3 desiredVelocity = _walkVelocity;
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if (desiredVelocity.length() < MIN_SPEED) {
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desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
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}
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// decompose into horizontal and vertical components.
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btVector3 actualVertVelocity = actualVelocity.dot(_currentUp) * _currentUp;
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btVector3 actualHorizVelocity = actualVelocity - actualVertVelocity;
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btVector3 desiredVertVelocity = desiredVelocity.dot(_currentUp) * _currentUp;
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btVector3 desiredHorizVelocity = desiredVelocity - desiredVertVelocity;
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btVector3 finalVelocity;
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switch (_state) {
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case State::Ground:
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case State::Takeoff:
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{
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// horizontal ground control
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const btScalar WALK_ACCELERATION_TIMESCALE = 0.1f;
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btScalar tau = dt / WALK_ACCELERATION_TIMESCALE;
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finalVelocity = tau * desiredHorizVelocity + (1.0f - tau) * actualHorizVelocity + actualVertVelocity;
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}
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} else {
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if (onGround()) {
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// walking on ground
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if (desiredSpeed < MIN_SPEED) {
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if (actualSpeed < MIN_SPEED) {
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_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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const btScalar HOVER_BRAKING_TIMESCALE = 0.1f;
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btScalar tau = dt / HOVER_BRAKING_TIMESCALE;
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_rigidBody->setLinearVelocity((1.0f - tau) * actualVelocity);
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}
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} else {
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// TODO: modify desiredVelocity using floor normal
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const btScalar WALK_ACCELERATION_TIMESCALE = 0.1f;
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btScalar tau = dt / WALK_ACCELERATION_TIMESCALE;
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btVector3 velocityCorrection = tau * (desiredVelocity - actualVelocity);
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// subtract vertical component
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velocityCorrection -= velocityCorrection.dot(_currentUp) * _currentUp;
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_rigidBody->setLinearVelocity(actualVelocity + velocityCorrection);
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}
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} else {
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// transitioning to flying
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btVector3 velocityCorrection = desiredVelocity - actualVelocity;
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break;
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case State::InAir:
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{
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// horizontal air control
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const btScalar IN_AIR_ACCELERATION_TIMESCALE = 2.0f;
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btScalar tau = dt / IN_AIR_ACCELERATION_TIMESCALE;
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finalVelocity = tau * desiredHorizVelocity + (1.0f - tau) * actualHorizVelocity + actualVertVelocity;
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}
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break;
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case State::Hover:
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{
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// vertical and horizontal air control
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const btScalar FLY_ACCELERATION_TIMESCALE = 0.2f;
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btScalar tau = dt / FLY_ACCELERATION_TIMESCALE;
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if (!_isPushingUp) {
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// actually falling --> compute a different velocity attenuation factor
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const btScalar FALL_ACCELERATION_TIMESCALE = 2.0f;
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tau = dt / FALL_ACCELERATION_TIMESCALE;
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// zero vertical component
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velocityCorrection -= velocityCorrection.dot(_currentUp) * _currentUp;
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}
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_rigidBody->setLinearVelocity(actualVelocity + tau * velocityCorrection);
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finalVelocity = tau * desiredVelocity + (1.0f - tau) * actualVelocity;
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}
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break;
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}
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_rigidBody->setLinearVelocity(finalVelocity);
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// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
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// Rather then 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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@ -259,24 +249,7 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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}
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void CharacterController::jump() {
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// check for case where user is holding down "jump" key...
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// we'll eventually transition to "hover"
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if (_state != State::Takeoff) {
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if (_state == State::InAir) {
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quint64 now = usecTimestampNow();
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if (!_isPushingUp) {
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_isPushingUp = true;
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_jumpToHoverStart = now;
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}
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const quint64 JUMP_TO_HOVER_PERIOD = 750 * MSECS_PER_SECOND;
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if (now - _jumpToHoverStart > JUMP_TO_HOVER_PERIOD) {
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setState(State::Hover);
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}
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} else {
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_pendingFlags |= PENDING_FLAG_JUMP;
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}
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}
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_pendingFlags |= PENDING_FLAG_JUMP;
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}
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bool CharacterController::onGround() const {
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@ -441,6 +414,9 @@ void CharacterController::preSimulation() {
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_rigidBody->setWorldTransform(_characterBodyTransform);
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btVector3 velocity = _rigidBody->getLinearVelocity();
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btVector3 actualVertVelocity = velocity.dot(_currentUp) * _currentUp;
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btVector3 actualHorizVelocity = velocity - actualVertVelocity;
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// scan for distant floor
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// rayStart is at center of bottom sphere
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btVector3 rayStart = _characterBodyTransform.getOrigin() - _halfHeight * _currentUp;
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@ -454,41 +430,74 @@ void CharacterController::preSimulation() {
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_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
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if (rayCallback.hasHit()) {
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
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const btScalar MIN_HOVER_HEIGHT = 3.0f;
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if (_state == State::Hover && _floorDistance < MIN_HOVER_HEIGHT && !_isPushingUp) {
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setState(State::InAir);
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}
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// TODO: use collision events rather than ray-trace test to disable jumping
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const btScalar JUMP_PROXIMITY_THRESHOLD = 0.1f * _radius;
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if (_state != State::Takeoff && (velocity.dot(_currentUp) <= (JUMP_SPEED / 2.0f)) && ((_floorDistance < JUMP_PROXIMITY_THRESHOLD) || _hasSupport)) {
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setState(State::Ground);
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}
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} else if (!_hasSupport) {
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} else {
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_floorDistance = FLT_MAX;
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setState(State::Hover);
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}
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const btScalar JUMP_PROXIMITY_THRESHOLD = 0.1f * _radius;
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 200 * MSECS_PER_SECOND;
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const btScalar MIN_HOVER_HEIGHT = 2.5f;
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const quint64 JUMP_TO_HOVER_PERIOD = 750 * MSECS_PER_SECOND;
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const btScalar UPWARD_VELOCITY_THRESHOLD = 0.05f;
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const btScalar MAX_FLYING_SPEED = 30.0f;
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quint64 now = usecTimestampNow();
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if (_pendingFlags & PENDING_FLAG_JUMP) {
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_pendingFlags &= ~ PENDING_FLAG_JUMP;
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if (onGround()) {
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setState(State::Takeoff);
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_takeoffToInAirStart = now;
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// record a time stamp when the jump button was first pressed.
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if ((_previousFlags & PENDING_FLAG_JUMP) != (_pendingFlags & PENDING_FLAG_JUMP)) {
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if (_pendingFlags & PENDING_FLAG_JUMP) {
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_jumpButtonDownStart = now;
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_jumpButtonDownCount++;
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}
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}
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 200 * MSECS_PER_SECOND;
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if (_state == State::Takeoff && (now - _takeoffToInAirStart) > TAKE_OFF_TO_IN_AIR_PERIOD) {
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setState(State::InAir);
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bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
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bool wantsToGoUp = !jumpButtonHeld && _walkVelocity.dot(_currentUp) > UPWARD_VELOCITY_THRESHOLD;
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bool tooFast = actualHorizVelocity.length() > (MAX_FLYING_SPEED / 2.0f);
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_takeoffToInAirStart = now + USECS_PER_SECOND * 86500.0f;
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velocity += _jumpSpeed * _currentUp;
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_rigidBody->setLinearVelocity(velocity);
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switch (_state) {
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case State::Ground:
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if (!rayCallback.hasHit() && !_hasSupport) {
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setState(State::Hover);
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} else if (_pendingFlags & PENDING_FLAG_JUMP) {
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_takeOffJumpButtonID = _jumpButtonDownCount;
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setState(State::Takeoff);
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}
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break;
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case State::Takeoff:
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if (!rayCallback.hasHit() && !_hasSupport) {
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setState(State::Hover);
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} else if ((now - _takeoffToInAirStart) > TAKE_OFF_TO_IN_AIR_PERIOD) {
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setState(State::InAir);
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_takeoffToInAirStart = now + USECS_PER_SECOND * 86500.0f;
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velocity += _jumpSpeed * _currentUp;
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_rigidBody->setLinearVelocity(velocity);
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}
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break;
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case State::InAir: {
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if ((velocity.dot(_currentUp) <= (JUMP_SPEED / 2.0f)) && ((_floorDistance < JUMP_PROXIMITY_THRESHOLD) || _hasSupport)) {
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setState(State::Ground);
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} else if ((jumpButtonHeld && ((_takeOffJumpButtonID != _jumpButtonDownCount) || (now - _jumpButtonDownStart) > JUMP_TO_HOVER_PERIOD)) || wantsToGoUp) {
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setState(State::Hover);
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}
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break;
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}
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case State::Hover:
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if (!jumpButtonHeld && !wantsToGoUp && _floorDistance < MIN_HOVER_HEIGHT && !tooFast) {
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setState(State::InAir);
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} else if (((_floorDistance < JUMP_PROXIMITY_THRESHOLD) || _hasSupport) && !tooFast) {
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setState(State::Ground);
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}
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break;
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}
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}
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_followTime = 0.0f;
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/// _walkVelocity.dot(_currentUp) > UPWARD_VELOCITY_THRESHOLD
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_previousFlags = _pendingFlags;
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_pendingFlags &= ~PENDING_FLAG_JUMP;
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_followTime = 0.0f;
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_followLinearDisplacement = btVector3(0, 0, 0);
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_followAngularDisplacement = btQuaternion::getIdentity();
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}
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@ -109,7 +109,9 @@ protected:
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glm::vec3 _boxScale; // used to compute capsule shape
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quint64 _takeoffToInAirStart;
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quint64 _jumpToHoverStart;
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quint64 _jumpButtonDownStart;
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quint32 _jumpButtonDownCount;
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quint32 _takeOffJumpButtonID;
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btScalar _halfHeight;
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btScalar _radius;
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@ -131,7 +133,7 @@ protected:
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btDynamicsWorld* _dynamicsWorld { nullptr };
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btRigidBody* _rigidBody { nullptr };
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uint32_t _pendingFlags { 0 };
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uint32_t _previousFlags { 0 };
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};
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#endif // hifi_CharacterControllerInterface_h
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