fix kinematic motion for ground and hover

This commit is contained in:
Andrew Meadows 2016-09-19 12:40:16 -07:00
parent 1db1295556
commit 8dd5c9b92b
5 changed files with 93 additions and 59 deletions

View file

@ -1378,7 +1378,8 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
glm::vec3 position = getPosition();
glm::quat orientation = getOrientation();
if (_characterController.isEnabledAndReady()) {
_characterController.getPositionAndOrientation(position, orientation);
glm::quat bogusOrientation;
_characterController.getPositionAndOrientation(position, bogusOrientation);
}
nextAttitude(position, orientation);

View file

@ -130,7 +130,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
// KINEMATIC_CONTROLLER_HACK
_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
_ghost.setCollisionWorld(_dynamicsWorld);
_ghost.setDistanceToFeet(_radius + _halfHeight);
_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
_ghost.setMaxStepHeight(0.75f * (_radius + _halfHeight)); // HACK
_ghost.setMinWallAngle(PI / 4.0f); // HACK
_ghost.setUpDirection(_currentUp);
@ -177,10 +177,10 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) cons
void CharacterController::preStep(btCollisionWorld* collisionWorld) {
// trace a ray straight down to see if we're standing on the ground
const btTransform& xform = _rigidBody->getWorldTransform();
const btTransform& transform = _rigidBody->getWorldTransform();
// rayStart is at center of bottom sphere
btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp;
btVector3 rayStart = transform.getOrigin() - _halfHeight * _currentUp;
// rayEnd is some short distance outside bottom sphere
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
@ -213,7 +213,8 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
_ghost.setMotorVelocity(_targetVelocity);
float overshoot = 1.0f * _radius;
_ghost.move(dt, overshoot);
_rigidBody->setWorldTransform(_ghost.getWorldTransform());
transform.setOrigin(_ghost.getWorldTransform().getOrigin());
_rigidBody->setWorldTransform(transform);
_rigidBody->setLinearVelocity(_ghost.getLinearVelocity());
} else {
// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
@ -400,9 +401,8 @@ void CharacterController::setPositionAndOrientation(
// TODO: update gravity if up has changed
updateUpAxis(orientation);
btQuaternion bodyOrientation = glmToBullet(orientation);
btVector3 bodyPosition = glmToBullet(position + orientation * _shapeLocalOffset);
_characterBodyTransform = btTransform(bodyOrientation, bodyPosition);
_rotation = glmToBullet(orientation);
_position = glmToBullet(position + orientation * _shapeLocalOffset);
}
void CharacterController::getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
@ -485,10 +485,11 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
if (tau > 1.0f) {
tau = 1.0f;
}
velocity += (motor.velocity - velocity) * tau;
velocity += tau * (motor.velocity - velocity);
// rotate back into world-frame
velocity = velocity.rotate(axis, angle);
_targetVelocity += (tau * motor.velocity).rotate(axis, angle);
// store the velocity and weight
velocities.push_back(velocity);
@ -584,14 +585,14 @@ void CharacterController::preSimulation() {
if (_dynamicsWorld) {
quint64 now = usecTimestampNow();
// slam body to where it is supposed to be
_rigidBody->setWorldTransform(_characterBodyTransform);
// slam body transform
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
btVector3 velocity = _rigidBody->getLinearVelocity();
_preSimulationVelocity = velocity;
// scan for distant floor
// rayStart is at center of bottom sphere
btVector3 rayStart = _characterBodyTransform.getOrigin();
btVector3 rayStart = _position;
// rayEnd is straight down MAX_FALL_HEIGHT
btScalar rayLength = _radius + MAX_FALL_HEIGHT;
@ -679,6 +680,9 @@ void CharacterController::preSimulation() {
}
break;
}
if (_moveKinematically && _ghost.isHovering()) {
SET_STATE(State::Hover, "kinematic motion"); // HACK
}
} else {
// OUTOFBODY_HACK -- in collisionless state switch between Ground and Hover states
if (rayHasHit) {

View file

@ -153,7 +153,9 @@ protected:
btVector3 _preSimulationVelocity;
btVector3 _velocityChange;
btTransform _followDesiredBodyTransform;
btTransform _characterBodyTransform;
btVector3 _position;
btQuaternion _rotation;
//btTransform _characterBodyTransform;
glm::vec3 _shapeLocalOffset;

View file

@ -14,6 +14,8 @@
#include <stdint.h>
#include <assert.h>
#include <PhysicsHelpers.h>
#include "CharacterGhostShape.h"
#include "CharacterRayResult.h"
@ -38,6 +40,10 @@ void CharacterGhostObject::getCollisionGroupAndMask(int16_t& group, int16_t& mas
mask = _collisionFilterMask;
}
void CharacterGhostObject::setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight) {
_radius = radius;
_halfHeight = halfHeight;
}
void CharacterGhostObject::setUpDirection(const btVector3& up) {
btScalar length = up.length();
@ -99,10 +105,12 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
// TODO: figure out how to untrap character
}
btTransform startTransform = getWorldTransform();
btVector3 startPosition = startTransform.getOrigin();
if (_onFloor) {
// a floor was identified during resolvePenetration()
_hovering = false;
updateTraction();
// resolvePenetration() pushed the avatar out of a floor so
// we must updateTraction() before using _linearVelocity
updateTraction(startPosition);
}
btVector3 forwardSweep = dt * _linearVelocity;
@ -110,7 +118,7 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
btScalar MIN_SWEEP_DISTANCE = 0.0001f;
if (stepDistance < MIN_SWEEP_DISTANCE) {
// not moving, no need to sweep
updateHoverState(getWorldTransform());
updateTraction(startPosition);
return;
}
@ -128,22 +136,19 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
// step forward
CharacterSweepResult result(this);
btTransform startTransform = getWorldTransform();
btTransform transform = startTransform;
btTransform nextTransform = transform;
nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
sweepTest(convexShape, transform, nextTransform, result); // forward
btTransform nextTransform = startTransform;
nextTransform.setOrigin(startPosition + forwardSweep);
sweepTest(convexShape, startTransform, nextTransform, result); // forward
if (!result.hasHit()) {
nextTransform.setOrigin(transform.getOrigin() + (stepDistance / longSweepDistance) * forwardSweep);
nextTransform.setOrigin(startPosition + (stepDistance / longSweepDistance) * forwardSweep);
setWorldTransform(nextTransform);
updateHoverState(nextTransform);
updateTraction();
updateTraction(nextTransform.getOrigin());
return;
}
// check if this hit is obviously unsteppable
btVector3 hitFromBase = result.m_hitPointWorld - (transform.getOrigin() - (_distanceToFeet * _upDirection));
btVector3 hitFromBase = result.m_hitPointWorld - (startPosition - ((_radius + _halfHeight) * _upDirection));
btScalar hitHeight = hitFromBase.dot(_upDirection);
if (hitHeight > _maxStepHeight) {
// capsule can't step over the obstacle so move forward as much as possible before we bail
@ -152,8 +157,8 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
if (forwardDistance > stepDistance) {
forwardTranslation *= stepDistance / forwardDistance;
}
transform.setOrigin(transform.getOrigin() + forwardTranslation);
setWorldTransform(transform);
nextTransform.setOrigin(startPosition + forwardTranslation);
setWorldTransform(nextTransform);
return;
}
// if we get here then we hit something that might be steppable
@ -166,35 +171,37 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
// raise by availableStepHeight before sweeping forward
result.resetHitHistory();
transform.setOrigin(startTransform.getOrigin() + availableStepHeight * _upDirection);
nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
sweepTest(convexShape, transform, nextTransform, result);
startTransform.setOrigin(startPosition + availableStepHeight * _upDirection);
nextTransform.setOrigin(startTransform.getOrigin() + forwardSweep);
sweepTest(convexShape, startTransform, nextTransform, result);
if (result.hasHit()) {
transform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * forwardSweep);
startTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * forwardSweep);
} else {
transform = nextTransform;
startTransform = nextTransform;
}
// sweep down in search of future landing spot
result.resetHitHistory();
btVector3 downSweep = (dt * _linearVelocity.dot(_upDirection) - availableStepHeight) * _upDirection;
nextTransform.setOrigin(transform.getOrigin() + downSweep);
sweepTest(convexShape, transform, nextTransform, result);
btVector3 downSweep = (- availableStepHeight) * _upDirection;
nextTransform.setOrigin(startTransform.getOrigin() + downSweep);
sweepTest(convexShape, startTransform, nextTransform, result);
if (result.hasHit() && result.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent) {
// can stand on future landing spot, so we interpolate toward it
_floorNormal = result.m_hitNormalWorld;
_floorContact = result.m_hitPointWorld;
_onFloor = true;
_hovering = false;
nextTransform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * downSweep);
btVector3 totalStep = nextTransform.getOrigin() - startTransform.getOrigin();
transform.setOrigin(startTransform.getOrigin() + (stepDistance / totalStep.length()) * totalStep);
nextTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * downSweep);
btVector3 totalStep = nextTransform.getOrigin() - startPosition;
nextTransform.setOrigin(startPosition + (stepDistance / totalStep.length()) * totalStep);
updateTraction(nextTransform.getOrigin());
} else {
// either there is no future landing spot, or there is but we can't stand on it
// in any case: we go forward as much as possible
transform.setOrigin(startTransform.getOrigin() + forwardSweepHitFraction * (stepDistance / longSweepDistance) * forwardSweep);
nextTransform.setOrigin(startPosition + forwardSweepHitFraction * (stepDistance / longSweepDistance) * forwardSweep);
updateTraction(nextTransform.getOrigin());
}
setWorldTransform(transform);
updateTraction();
setWorldTransform(nextTransform);
}
bool CharacterGhostObject::sweepTest(
@ -297,6 +304,11 @@ bool CharacterGhostObject::resolvePenetration(int numTries) {
if (normalDotUp > _maxWallNormalUpComponent) {
mostFloorPenetration = penetrationDepth;
_floorNormal = normal;
if (directionSign > 0.0f) {
_floorContact = pt.m_positionWorldOnA;
} else {
_floorContact = pt.m_positionWorldOnB;
}
_onFloor = true;
}
}
@ -327,17 +339,36 @@ void CharacterGhostObject::refreshOverlappingPairCache() {
void CharacterGhostObject::updateVelocity(btScalar dt) {
if (_hovering) {
_linearVelocity *= 0.99f; // HACK damping
_linearVelocity *= 0.999f; // HACK damping
} else {
_linearVelocity += (dt * _gravity) * _upDirection;
}
}
void CharacterGhostObject::updateTraction() {
void CharacterGhostObject::updateHoverState(const btVector3& position) {
if (_onFloor) {
_hovering = false;
} else {
// cast a ray down looking for floor support
CharacterRayResult rayResult(this);
btScalar distanceToFeet = _radius + _halfHeight;
btScalar slop = 2.0f * getCollisionShape()->getMargin(); // slop to help ray start OUTSIDE the floor object
btVector3 startPos = position - ((distanceToFeet - slop) * _upDirection);
btVector3 endPos = startPos - (2.0f * distanceToFeet) * _upDirection;
rayTest(startPos, endPos, rayResult);
// we're hovering if the ray didn't hit anything or hit unstandable slope
_hovering = !rayResult.hasHit() || rayResult.m_hitNormalWorld.dot(_upDirection) < _maxWallNormalUpComponent;
}
}
void CharacterGhostObject::updateTraction(const btVector3& position) {
updateHoverState(position);
if (_hovering) {
_linearVelocity = _motorVelocity;
} else if (_onFloor) {
btVector3 pathDirection = _floorNormal.cross(_motorVelocity).cross(_floorNormal);
// compute a velocity that swings the capsule around the _floorContact
btVector3 leverArm = _floorContact - position;
btVector3 pathDirection = leverArm.cross(_motorVelocity.cross(leverArm));
btScalar pathLength = pathDirection.length();
if (pathLength > FLT_EPSILON) {
_linearVelocity = (_motorSpeed / pathLength) * pathDirection;
@ -360,13 +391,3 @@ btScalar CharacterGhostObject::measureAvailableStepHeight() const {
return result.m_closestHitFraction * _maxStepHeight;
}
void CharacterGhostObject::updateHoverState(const btTransform& transform) {
// cast a ray down looking for floor support
CharacterRayResult rayResult(this);
btVector3 startPos = transform.getOrigin() - ((_distanceToFeet - 0.1f) * _upDirection); // 0.1 HACK to make ray hit
btVector3 endPos = startPos - (2.0f * _distanceToFeet) * _upDirection;
rayTest(startPos, endPos, rayResult);
// we're hovering if the ray didn't hit an object we can stand on
_hovering = !(rayResult.hasHit() && rayResult.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent);
}

View file

@ -31,7 +31,7 @@ public:
void setCollisionGroupAndMask(int16_t group, int16_t mask);
void getCollisionGroupAndMask(int16_t& group, int16_t& mask) const;
void setDistanceToFeet(btScalar distance) { _distanceToFeet = distance; }
void setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight);
void setUpDirection(const btVector3& up);
void setMotorVelocity(const btVector3& velocity);
void setGravity(btScalar gravity) { _gravity = gravity; } // NOTE: we expect _gravity to be negative (in _upDirection)
@ -50,6 +50,9 @@ public:
const btTransform& start,
const btTransform& end,
CharacterSweepResult& result) const;
bool isHovering() const { return _hovering; }
protected:
void removeFromWorld();
void addToWorld();
@ -61,17 +64,20 @@ protected:
bool resolvePenetration(int numTries);
void refreshOverlappingPairCache();
void updateVelocity(btScalar dt);
void updateTraction();
void updateTraction(const btVector3& position);
btScalar measureAvailableStepHeight() const;
void updateHoverState(const btTransform& transform);
void updateHoverState(const btVector3& position);
protected:
btVector3 _upDirection { 0.0f, 1.0f, 0.0f }; // input, up in world-frame
btVector3 _motorVelocity { 0.0f, 0.0f, 0.0f }; // input, velocity character is trying to achieve
btVector3 _linearVelocity { 0.0f, 0.0f, 0.0f }; // internal, actual character velocity
btVector3 _floorNormal { 0.0f, 0.0f, 0.0f }; // internal, probable floor normal
btVector3 _floorContact { 0.0f, 0.0f, 0.0f }; // internal, last floor contact point
btCollisionWorld* _world { nullptr }; // input, pointer to world
btScalar _distanceToFeet { 0.0f }; // input, distance from object center to lowest point on shape
//btScalar _distanceToFeet { 0.0f }; // input, distance from object center to lowest point on shape
btScalar _halfHeight { 0.0f };
btScalar _radius { 0.0f };
btScalar _motorSpeed { 0.0f }; // internal, cached for speed
btScalar _gravity { 0.0f }; // input, amplitude of gravity along _upDirection (should be negative)
btScalar _maxWallNormalUpComponent { 0.0f }; // input: max vertical component of wall normal