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https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
fix kinematic motion for ground and hover
This commit is contained in:
parent
1db1295556
commit
8dd5c9b92b
5 changed files with 93 additions and 59 deletions
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@ -1378,7 +1378,8 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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glm::vec3 position = getPosition();
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glm::quat orientation = getOrientation();
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if (_characterController.isEnabledAndReady()) {
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_characterController.getPositionAndOrientation(position, orientation);
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glm::quat bogusOrientation;
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_characterController.getPositionAndOrientation(position, bogusOrientation);
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}
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nextAttitude(position, orientation);
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@ -130,7 +130,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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// KINEMATIC_CONTROLLER_HACK
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_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
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_ghost.setCollisionWorld(_dynamicsWorld);
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_ghost.setDistanceToFeet(_radius + _halfHeight);
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_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
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_ghost.setMaxStepHeight(0.75f * (_radius + _halfHeight)); // HACK
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_ghost.setMinWallAngle(PI / 4.0f); // HACK
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_ghost.setUpDirection(_currentUp);
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@ -177,10 +177,10 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) cons
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void CharacterController::preStep(btCollisionWorld* collisionWorld) {
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// trace a ray straight down to see if we're standing on the ground
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const btTransform& xform = _rigidBody->getWorldTransform();
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const btTransform& transform = _rigidBody->getWorldTransform();
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// rayStart is at center of bottom sphere
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btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp;
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btVector3 rayStart = transform.getOrigin() - _halfHeight * _currentUp;
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// rayEnd is some short distance outside bottom sphere
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const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
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@ -213,7 +213,8 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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_ghost.setMotorVelocity(_targetVelocity);
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float overshoot = 1.0f * _radius;
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_ghost.move(dt, overshoot);
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_rigidBody->setWorldTransform(_ghost.getWorldTransform());
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transform.setOrigin(_ghost.getWorldTransform().getOrigin());
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_rigidBody->setWorldTransform(transform);
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_rigidBody->setLinearVelocity(_ghost.getLinearVelocity());
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} else {
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// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
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@ -400,9 +401,8 @@ void CharacterController::setPositionAndOrientation(
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// TODO: update gravity if up has changed
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updateUpAxis(orientation);
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btQuaternion bodyOrientation = glmToBullet(orientation);
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btVector3 bodyPosition = glmToBullet(position + orientation * _shapeLocalOffset);
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_characterBodyTransform = btTransform(bodyOrientation, bodyPosition);
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_rotation = glmToBullet(orientation);
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_position = glmToBullet(position + orientation * _shapeLocalOffset);
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}
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void CharacterController::getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
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@ -485,10 +485,11 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
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if (tau > 1.0f) {
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tau = 1.0f;
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}
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velocity += (motor.velocity - velocity) * tau;
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velocity += tau * (motor.velocity - velocity);
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// rotate back into world-frame
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velocity = velocity.rotate(axis, angle);
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_targetVelocity += (tau * motor.velocity).rotate(axis, angle);
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// store the velocity and weight
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velocities.push_back(velocity);
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@ -584,14 +585,14 @@ void CharacterController::preSimulation() {
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if (_dynamicsWorld) {
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quint64 now = usecTimestampNow();
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// slam body to where it is supposed to be
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_rigidBody->setWorldTransform(_characterBodyTransform);
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// slam body transform
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_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
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btVector3 velocity = _rigidBody->getLinearVelocity();
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_preSimulationVelocity = velocity;
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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();
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btVector3 rayStart = _position;
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// rayEnd is straight down MAX_FALL_HEIGHT
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btScalar rayLength = _radius + MAX_FALL_HEIGHT;
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@ -679,6 +680,9 @@ void CharacterController::preSimulation() {
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}
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break;
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}
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if (_moveKinematically && _ghost.isHovering()) {
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SET_STATE(State::Hover, "kinematic motion"); // HACK
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}
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} else {
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// OUTOFBODY_HACK -- in collisionless state switch between Ground and Hover states
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if (rayHasHit) {
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@ -153,7 +153,9 @@ protected:
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btVector3 _preSimulationVelocity;
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btVector3 _velocityChange;
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btTransform _followDesiredBodyTransform;
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btTransform _characterBodyTransform;
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btVector3 _position;
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btQuaternion _rotation;
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//btTransform _characterBodyTransform;
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glm::vec3 _shapeLocalOffset;
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@ -14,6 +14,8 @@
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#include <stdint.h>
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#include <assert.h>
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#include <PhysicsHelpers.h>
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#include "CharacterGhostShape.h"
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#include "CharacterRayResult.h"
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@ -38,6 +40,10 @@ void CharacterGhostObject::getCollisionGroupAndMask(int16_t& group, int16_t& mas
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mask = _collisionFilterMask;
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}
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void CharacterGhostObject::setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight) {
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_radius = radius;
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_halfHeight = halfHeight;
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}
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void CharacterGhostObject::setUpDirection(const btVector3& up) {
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btScalar length = up.length();
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@ -99,10 +105,12 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
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// TODO: figure out how to untrap character
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}
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btTransform startTransform = getWorldTransform();
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btVector3 startPosition = startTransform.getOrigin();
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if (_onFloor) {
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// a floor was identified during resolvePenetration()
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_hovering = false;
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updateTraction();
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// resolvePenetration() pushed the avatar out of a floor so
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// we must updateTraction() before using _linearVelocity
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updateTraction(startPosition);
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}
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btVector3 forwardSweep = dt * _linearVelocity;
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@ -110,7 +118,7 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
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btScalar MIN_SWEEP_DISTANCE = 0.0001f;
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if (stepDistance < MIN_SWEEP_DISTANCE) {
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// not moving, no need to sweep
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updateHoverState(getWorldTransform());
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updateTraction(startPosition);
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return;
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}
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@ -128,22 +136,19 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
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// step forward
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CharacterSweepResult result(this);
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btTransform startTransform = getWorldTransform();
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btTransform transform = startTransform;
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btTransform nextTransform = transform;
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nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
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sweepTest(convexShape, transform, nextTransform, result); // forward
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btTransform nextTransform = startTransform;
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nextTransform.setOrigin(startPosition + forwardSweep);
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sweepTest(convexShape, startTransform, nextTransform, result); // forward
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if (!result.hasHit()) {
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nextTransform.setOrigin(transform.getOrigin() + (stepDistance / longSweepDistance) * forwardSweep);
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nextTransform.setOrigin(startPosition + (stepDistance / longSweepDistance) * forwardSweep);
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setWorldTransform(nextTransform);
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updateHoverState(nextTransform);
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updateTraction();
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updateTraction(nextTransform.getOrigin());
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return;
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}
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// check if this hit is obviously unsteppable
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btVector3 hitFromBase = result.m_hitPointWorld - (transform.getOrigin() - (_distanceToFeet * _upDirection));
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btVector3 hitFromBase = result.m_hitPointWorld - (startPosition - ((_radius + _halfHeight) * _upDirection));
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btScalar hitHeight = hitFromBase.dot(_upDirection);
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if (hitHeight > _maxStepHeight) {
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// capsule can't step over the obstacle so move forward as much as possible before we bail
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@ -152,8 +157,8 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
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if (forwardDistance > stepDistance) {
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forwardTranslation *= stepDistance / forwardDistance;
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}
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transform.setOrigin(transform.getOrigin() + forwardTranslation);
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setWorldTransform(transform);
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nextTransform.setOrigin(startPosition + forwardTranslation);
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setWorldTransform(nextTransform);
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return;
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}
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// if we get here then we hit something that might be steppable
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@ -166,35 +171,37 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
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// raise by availableStepHeight before sweeping forward
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result.resetHitHistory();
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transform.setOrigin(startTransform.getOrigin() + availableStepHeight * _upDirection);
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nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
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sweepTest(convexShape, transform, nextTransform, result);
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startTransform.setOrigin(startPosition + availableStepHeight * _upDirection);
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nextTransform.setOrigin(startTransform.getOrigin() + forwardSweep);
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sweepTest(convexShape, startTransform, nextTransform, result);
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if (result.hasHit()) {
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transform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * forwardSweep);
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startTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * forwardSweep);
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} else {
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transform = nextTransform;
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startTransform = nextTransform;
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}
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// sweep down in search of future landing spot
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result.resetHitHistory();
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btVector3 downSweep = (dt * _linearVelocity.dot(_upDirection) - availableStepHeight) * _upDirection;
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nextTransform.setOrigin(transform.getOrigin() + downSweep);
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sweepTest(convexShape, transform, nextTransform, result);
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btVector3 downSweep = (- availableStepHeight) * _upDirection;
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nextTransform.setOrigin(startTransform.getOrigin() + downSweep);
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sweepTest(convexShape, startTransform, nextTransform, result);
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if (result.hasHit() && result.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent) {
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// can stand on future landing spot, so we interpolate toward it
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_floorNormal = result.m_hitNormalWorld;
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_floorContact = result.m_hitPointWorld;
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_onFloor = true;
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_hovering = false;
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nextTransform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * downSweep);
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btVector3 totalStep = nextTransform.getOrigin() - startTransform.getOrigin();
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transform.setOrigin(startTransform.getOrigin() + (stepDistance / totalStep.length()) * totalStep);
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nextTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * downSweep);
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btVector3 totalStep = nextTransform.getOrigin() - startPosition;
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nextTransform.setOrigin(startPosition + (stepDistance / totalStep.length()) * totalStep);
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updateTraction(nextTransform.getOrigin());
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} else {
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// either there is no future landing spot, or there is but we can't stand on it
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// in any case: we go forward as much as possible
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transform.setOrigin(startTransform.getOrigin() + forwardSweepHitFraction * (stepDistance / longSweepDistance) * forwardSweep);
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nextTransform.setOrigin(startPosition + forwardSweepHitFraction * (stepDistance / longSweepDistance) * forwardSweep);
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updateTraction(nextTransform.getOrigin());
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}
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setWorldTransform(transform);
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updateTraction();
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setWorldTransform(nextTransform);
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}
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bool CharacterGhostObject::sweepTest(
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@ -297,6 +304,11 @@ bool CharacterGhostObject::resolvePenetration(int numTries) {
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if (normalDotUp > _maxWallNormalUpComponent) {
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mostFloorPenetration = penetrationDepth;
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_floorNormal = normal;
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if (directionSign > 0.0f) {
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_floorContact = pt.m_positionWorldOnA;
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} else {
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_floorContact = pt.m_positionWorldOnB;
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}
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_onFloor = true;
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}
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}
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@ -327,17 +339,36 @@ void CharacterGhostObject::refreshOverlappingPairCache() {
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void CharacterGhostObject::updateVelocity(btScalar dt) {
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if (_hovering) {
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_linearVelocity *= 0.99f; // HACK damping
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_linearVelocity *= 0.999f; // HACK damping
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} else {
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_linearVelocity += (dt * _gravity) * _upDirection;
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}
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}
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void CharacterGhostObject::updateTraction() {
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void CharacterGhostObject::updateHoverState(const btVector3& position) {
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if (_onFloor) {
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_hovering = false;
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} else {
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// cast a ray down looking for floor support
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CharacterRayResult rayResult(this);
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btScalar distanceToFeet = _radius + _halfHeight;
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btScalar slop = 2.0f * getCollisionShape()->getMargin(); // slop to help ray start OUTSIDE the floor object
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btVector3 startPos = position - ((distanceToFeet - slop) * _upDirection);
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btVector3 endPos = startPos - (2.0f * distanceToFeet) * _upDirection;
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rayTest(startPos, endPos, rayResult);
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// we're hovering if the ray didn't hit anything or hit unstandable slope
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_hovering = !rayResult.hasHit() || rayResult.m_hitNormalWorld.dot(_upDirection) < _maxWallNormalUpComponent;
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}
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}
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void CharacterGhostObject::updateTraction(const btVector3& position) {
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updateHoverState(position);
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if (_hovering) {
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_linearVelocity = _motorVelocity;
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} else if (_onFloor) {
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btVector3 pathDirection = _floorNormal.cross(_motorVelocity).cross(_floorNormal);
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// compute a velocity that swings the capsule around the _floorContact
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btVector3 leverArm = _floorContact - position;
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btVector3 pathDirection = leverArm.cross(_motorVelocity.cross(leverArm));
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btScalar pathLength = pathDirection.length();
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if (pathLength > FLT_EPSILON) {
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_linearVelocity = (_motorSpeed / pathLength) * pathDirection;
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@ -360,13 +391,3 @@ btScalar CharacterGhostObject::measureAvailableStepHeight() const {
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return result.m_closestHitFraction * _maxStepHeight;
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}
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void CharacterGhostObject::updateHoverState(const btTransform& transform) {
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// cast a ray down looking for floor support
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CharacterRayResult rayResult(this);
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btVector3 startPos = transform.getOrigin() - ((_distanceToFeet - 0.1f) * _upDirection); // 0.1 HACK to make ray hit
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btVector3 endPos = startPos - (2.0f * _distanceToFeet) * _upDirection;
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rayTest(startPos, endPos, rayResult);
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// we're hovering if the ray didn't hit an object we can stand on
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_hovering = !(rayResult.hasHit() && rayResult.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent);
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}
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@ -31,7 +31,7 @@ public:
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void setCollisionGroupAndMask(int16_t group, int16_t mask);
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void getCollisionGroupAndMask(int16_t& group, int16_t& mask) const;
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void setDistanceToFeet(btScalar distance) { _distanceToFeet = distance; }
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void setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight);
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void setUpDirection(const btVector3& up);
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void setMotorVelocity(const btVector3& velocity);
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void setGravity(btScalar gravity) { _gravity = gravity; } // NOTE: we expect _gravity to be negative (in _upDirection)
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@ -50,6 +50,9 @@ public:
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const btTransform& start,
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const btTransform& end,
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CharacterSweepResult& result) const;
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bool isHovering() const { return _hovering; }
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protected:
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void removeFromWorld();
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void addToWorld();
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@ -61,17 +64,20 @@ protected:
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bool resolvePenetration(int numTries);
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void refreshOverlappingPairCache();
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void updateVelocity(btScalar dt);
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void updateTraction();
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void updateTraction(const btVector3& position);
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btScalar measureAvailableStepHeight() const;
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void updateHoverState(const btTransform& transform);
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void updateHoverState(const btVector3& position);
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protected:
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btVector3 _upDirection { 0.0f, 1.0f, 0.0f }; // input, up in world-frame
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btVector3 _motorVelocity { 0.0f, 0.0f, 0.0f }; // input, velocity character is trying to achieve
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btVector3 _linearVelocity { 0.0f, 0.0f, 0.0f }; // internal, actual character velocity
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btVector3 _floorNormal { 0.0f, 0.0f, 0.0f }; // internal, probable floor normal
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btVector3 _floorContact { 0.0f, 0.0f, 0.0f }; // internal, last floor contact point
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btCollisionWorld* _world { nullptr }; // input, pointer to world
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btScalar _distanceToFeet { 0.0f }; // input, distance from object center to lowest point on shape
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//btScalar _distanceToFeet { 0.0f }; // input, distance from object center to lowest point on shape
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btScalar _halfHeight { 0.0f };
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btScalar _radius { 0.0f };
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btScalar _motorSpeed { 0.0f }; // internal, cached for speed
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btScalar _gravity { 0.0f }; // input, amplitude of gravity along _upDirection (should be negative)
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btScalar _maxWallNormalUpComponent { 0.0f }; // input: max vertical component of wall normal
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