mirror of
https://github.com/overte-org/overte.git
synced 2025-08-08 13:18:38 +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
|
@ -1378,7 +1378,8 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
|
||||||
glm::vec3 position = getPosition();
|
glm::vec3 position = getPosition();
|
||||||
glm::quat orientation = getOrientation();
|
glm::quat orientation = getOrientation();
|
||||||
if (_characterController.isEnabledAndReady()) {
|
if (_characterController.isEnabledAndReady()) {
|
||||||
_characterController.getPositionAndOrientation(position, orientation);
|
glm::quat bogusOrientation;
|
||||||
|
_characterController.getPositionAndOrientation(position, bogusOrientation);
|
||||||
}
|
}
|
||||||
nextAttitude(position, orientation);
|
nextAttitude(position, orientation);
|
||||||
|
|
||||||
|
|
|
@ -130,7 +130,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
||||||
// KINEMATIC_CONTROLLER_HACK
|
// KINEMATIC_CONTROLLER_HACK
|
||||||
_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
|
_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
|
||||||
_ghost.setCollisionWorld(_dynamicsWorld);
|
_ghost.setCollisionWorld(_dynamicsWorld);
|
||||||
_ghost.setDistanceToFeet(_radius + _halfHeight);
|
_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
|
||||||
_ghost.setMaxStepHeight(0.75f * (_radius + _halfHeight)); // HACK
|
_ghost.setMaxStepHeight(0.75f * (_radius + _halfHeight)); // HACK
|
||||||
_ghost.setMinWallAngle(PI / 4.0f); // HACK
|
_ghost.setMinWallAngle(PI / 4.0f); // HACK
|
||||||
_ghost.setUpDirection(_currentUp);
|
_ghost.setUpDirection(_currentUp);
|
||||||
|
@ -177,10 +177,10 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) cons
|
||||||
|
|
||||||
void CharacterController::preStep(btCollisionWorld* collisionWorld) {
|
void CharacterController::preStep(btCollisionWorld* collisionWorld) {
|
||||||
// trace a ray straight down to see if we're standing on the ground
|
// 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
|
// 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
|
// rayEnd is some short distance outside bottom sphere
|
||||||
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
|
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
|
||||||
|
@ -213,7 +213,8 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
|
||||||
_ghost.setMotorVelocity(_targetVelocity);
|
_ghost.setMotorVelocity(_targetVelocity);
|
||||||
float overshoot = 1.0f * _radius;
|
float overshoot = 1.0f * _radius;
|
||||||
_ghost.move(dt, overshoot);
|
_ghost.move(dt, overshoot);
|
||||||
_rigidBody->setWorldTransform(_ghost.getWorldTransform());
|
transform.setOrigin(_ghost.getWorldTransform().getOrigin());
|
||||||
|
_rigidBody->setWorldTransform(transform);
|
||||||
_rigidBody->setLinearVelocity(_ghost.getLinearVelocity());
|
_rigidBody->setLinearVelocity(_ghost.getLinearVelocity());
|
||||||
} else {
|
} else {
|
||||||
// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
|
// 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
|
// TODO: update gravity if up has changed
|
||||||
updateUpAxis(orientation);
|
updateUpAxis(orientation);
|
||||||
|
|
||||||
btQuaternion bodyOrientation = glmToBullet(orientation);
|
_rotation = glmToBullet(orientation);
|
||||||
btVector3 bodyPosition = glmToBullet(position + orientation * _shapeLocalOffset);
|
_position = glmToBullet(position + orientation * _shapeLocalOffset);
|
||||||
_characterBodyTransform = btTransform(bodyOrientation, bodyPosition);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void CharacterController::getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
|
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) {
|
if (tau > 1.0f) {
|
||||||
tau = 1.0f;
|
tau = 1.0f;
|
||||||
}
|
}
|
||||||
velocity += (motor.velocity - velocity) * tau;
|
velocity += tau * (motor.velocity - velocity);
|
||||||
|
|
||||||
// rotate back into world-frame
|
// rotate back into world-frame
|
||||||
velocity = velocity.rotate(axis, angle);
|
velocity = velocity.rotate(axis, angle);
|
||||||
|
_targetVelocity += (tau * motor.velocity).rotate(axis, angle);
|
||||||
|
|
||||||
// store the velocity and weight
|
// store the velocity and weight
|
||||||
velocities.push_back(velocity);
|
velocities.push_back(velocity);
|
||||||
|
@ -584,14 +585,14 @@ void CharacterController::preSimulation() {
|
||||||
if (_dynamicsWorld) {
|
if (_dynamicsWorld) {
|
||||||
quint64 now = usecTimestampNow();
|
quint64 now = usecTimestampNow();
|
||||||
|
|
||||||
// slam body to where it is supposed to be
|
// slam body transform
|
||||||
_rigidBody->setWorldTransform(_characterBodyTransform);
|
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
|
||||||
btVector3 velocity = _rigidBody->getLinearVelocity();
|
btVector3 velocity = _rigidBody->getLinearVelocity();
|
||||||
_preSimulationVelocity = velocity;
|
_preSimulationVelocity = velocity;
|
||||||
|
|
||||||
// scan for distant floor
|
// scan for distant floor
|
||||||
// rayStart is at center of bottom sphere
|
// rayStart is at center of bottom sphere
|
||||||
btVector3 rayStart = _characterBodyTransform.getOrigin();
|
btVector3 rayStart = _position;
|
||||||
|
|
||||||
// rayEnd is straight down MAX_FALL_HEIGHT
|
// rayEnd is straight down MAX_FALL_HEIGHT
|
||||||
btScalar rayLength = _radius + MAX_FALL_HEIGHT;
|
btScalar rayLength = _radius + MAX_FALL_HEIGHT;
|
||||||
|
@ -679,6 +680,9 @@ void CharacterController::preSimulation() {
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
if (_moveKinematically && _ghost.isHovering()) {
|
||||||
|
SET_STATE(State::Hover, "kinematic motion"); // HACK
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
// OUTOFBODY_HACK -- in collisionless state switch between Ground and Hover states
|
// OUTOFBODY_HACK -- in collisionless state switch between Ground and Hover states
|
||||||
if (rayHasHit) {
|
if (rayHasHit) {
|
||||||
|
|
|
@ -153,7 +153,9 @@ protected:
|
||||||
btVector3 _preSimulationVelocity;
|
btVector3 _preSimulationVelocity;
|
||||||
btVector3 _velocityChange;
|
btVector3 _velocityChange;
|
||||||
btTransform _followDesiredBodyTransform;
|
btTransform _followDesiredBodyTransform;
|
||||||
btTransform _characterBodyTransform;
|
btVector3 _position;
|
||||||
|
btQuaternion _rotation;
|
||||||
|
//btTransform _characterBodyTransform;
|
||||||
|
|
||||||
glm::vec3 _shapeLocalOffset;
|
glm::vec3 _shapeLocalOffset;
|
||||||
|
|
||||||
|
|
|
@ -14,6 +14,8 @@
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
#include <assert.h>
|
#include <assert.h>
|
||||||
|
|
||||||
|
#include <PhysicsHelpers.h>
|
||||||
|
|
||||||
#include "CharacterGhostShape.h"
|
#include "CharacterGhostShape.h"
|
||||||
#include "CharacterRayResult.h"
|
#include "CharacterRayResult.h"
|
||||||
|
|
||||||
|
@ -38,6 +40,10 @@ void CharacterGhostObject::getCollisionGroupAndMask(int16_t& group, int16_t& mas
|
||||||
mask = _collisionFilterMask;
|
mask = _collisionFilterMask;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CharacterGhostObject::setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight) {
|
||||||
|
_radius = radius;
|
||||||
|
_halfHeight = halfHeight;
|
||||||
|
}
|
||||||
|
|
||||||
void CharacterGhostObject::setUpDirection(const btVector3& up) {
|
void CharacterGhostObject::setUpDirection(const btVector3& up) {
|
||||||
btScalar length = up.length();
|
btScalar length = up.length();
|
||||||
|
@ -99,10 +105,12 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
||||||
|
|
||||||
// TODO: figure out how to untrap character
|
// TODO: figure out how to untrap character
|
||||||
}
|
}
|
||||||
|
btTransform startTransform = getWorldTransform();
|
||||||
|
btVector3 startPosition = startTransform.getOrigin();
|
||||||
if (_onFloor) {
|
if (_onFloor) {
|
||||||
// a floor was identified during resolvePenetration()
|
// resolvePenetration() pushed the avatar out of a floor so
|
||||||
_hovering = false;
|
// we must updateTraction() before using _linearVelocity
|
||||||
updateTraction();
|
updateTraction(startPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
btVector3 forwardSweep = dt * _linearVelocity;
|
btVector3 forwardSweep = dt * _linearVelocity;
|
||||||
|
@ -110,7 +118,7 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
||||||
btScalar MIN_SWEEP_DISTANCE = 0.0001f;
|
btScalar MIN_SWEEP_DISTANCE = 0.0001f;
|
||||||
if (stepDistance < MIN_SWEEP_DISTANCE) {
|
if (stepDistance < MIN_SWEEP_DISTANCE) {
|
||||||
// not moving, no need to sweep
|
// not moving, no need to sweep
|
||||||
updateHoverState(getWorldTransform());
|
updateTraction(startPosition);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -128,22 +136,19 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
||||||
|
|
||||||
// step forward
|
// step forward
|
||||||
CharacterSweepResult result(this);
|
CharacterSweepResult result(this);
|
||||||
btTransform startTransform = getWorldTransform();
|
btTransform nextTransform = startTransform;
|
||||||
btTransform transform = startTransform;
|
nextTransform.setOrigin(startPosition + forwardSweep);
|
||||||
btTransform nextTransform = transform;
|
sweepTest(convexShape, startTransform, nextTransform, result); // forward
|
||||||
nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
|
|
||||||
sweepTest(convexShape, transform, nextTransform, result); // forward
|
|
||||||
|
|
||||||
if (!result.hasHit()) {
|
if (!result.hasHit()) {
|
||||||
nextTransform.setOrigin(transform.getOrigin() + (stepDistance / longSweepDistance) * forwardSweep);
|
nextTransform.setOrigin(startPosition + (stepDistance / longSweepDistance) * forwardSweep);
|
||||||
setWorldTransform(nextTransform);
|
setWorldTransform(nextTransform);
|
||||||
updateHoverState(nextTransform);
|
updateTraction(nextTransform.getOrigin());
|
||||||
updateTraction();
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// check if this hit is obviously unsteppable
|
// 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);
|
btScalar hitHeight = hitFromBase.dot(_upDirection);
|
||||||
if (hitHeight > _maxStepHeight) {
|
if (hitHeight > _maxStepHeight) {
|
||||||
// capsule can't step over the obstacle so move forward as much as possible before we bail
|
// 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) {
|
if (forwardDistance > stepDistance) {
|
||||||
forwardTranslation *= stepDistance / forwardDistance;
|
forwardTranslation *= stepDistance / forwardDistance;
|
||||||
}
|
}
|
||||||
transform.setOrigin(transform.getOrigin() + forwardTranslation);
|
nextTransform.setOrigin(startPosition + forwardTranslation);
|
||||||
setWorldTransform(transform);
|
setWorldTransform(nextTransform);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
// if we get here then we hit something that might be steppable
|
// 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
|
// raise by availableStepHeight before sweeping forward
|
||||||
result.resetHitHistory();
|
result.resetHitHistory();
|
||||||
transform.setOrigin(startTransform.getOrigin() + availableStepHeight * _upDirection);
|
startTransform.setOrigin(startPosition + availableStepHeight * _upDirection);
|
||||||
nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
|
nextTransform.setOrigin(startTransform.getOrigin() + forwardSweep);
|
||||||
sweepTest(convexShape, transform, nextTransform, result);
|
sweepTest(convexShape, startTransform, nextTransform, result);
|
||||||
if (result.hasHit()) {
|
if (result.hasHit()) {
|
||||||
transform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * forwardSweep);
|
startTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * forwardSweep);
|
||||||
} else {
|
} else {
|
||||||
transform = nextTransform;
|
startTransform = nextTransform;
|
||||||
}
|
}
|
||||||
|
|
||||||
// sweep down in search of future landing spot
|
// sweep down in search of future landing spot
|
||||||
result.resetHitHistory();
|
result.resetHitHistory();
|
||||||
btVector3 downSweep = (dt * _linearVelocity.dot(_upDirection) - availableStepHeight) * _upDirection;
|
btVector3 downSweep = (- availableStepHeight) * _upDirection;
|
||||||
nextTransform.setOrigin(transform.getOrigin() + downSweep);
|
nextTransform.setOrigin(startTransform.getOrigin() + downSweep);
|
||||||
sweepTest(convexShape, transform, nextTransform, result);
|
sweepTest(convexShape, startTransform, nextTransform, result);
|
||||||
if (result.hasHit() && result.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent) {
|
if (result.hasHit() && result.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent) {
|
||||||
// can stand on future landing spot, so we interpolate toward it
|
// can stand on future landing spot, so we interpolate toward it
|
||||||
_floorNormal = result.m_hitNormalWorld;
|
_floorNormal = result.m_hitNormalWorld;
|
||||||
|
_floorContact = result.m_hitPointWorld;
|
||||||
_onFloor = true;
|
_onFloor = true;
|
||||||
_hovering = false;
|
_hovering = false;
|
||||||
nextTransform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * downSweep);
|
nextTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * downSweep);
|
||||||
btVector3 totalStep = nextTransform.getOrigin() - startTransform.getOrigin();
|
btVector3 totalStep = nextTransform.getOrigin() - startPosition;
|
||||||
transform.setOrigin(startTransform.getOrigin() + (stepDistance / totalStep.length()) * totalStep);
|
nextTransform.setOrigin(startPosition + (stepDistance / totalStep.length()) * totalStep);
|
||||||
|
updateTraction(nextTransform.getOrigin());
|
||||||
} else {
|
} else {
|
||||||
// either there is no future landing spot, or there is but we can't stand on it
|
// 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
|
// 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);
|
setWorldTransform(nextTransform);
|
||||||
updateTraction();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CharacterGhostObject::sweepTest(
|
bool CharacterGhostObject::sweepTest(
|
||||||
|
@ -297,6 +304,11 @@ bool CharacterGhostObject::resolvePenetration(int numTries) {
|
||||||
if (normalDotUp > _maxWallNormalUpComponent) {
|
if (normalDotUp > _maxWallNormalUpComponent) {
|
||||||
mostFloorPenetration = penetrationDepth;
|
mostFloorPenetration = penetrationDepth;
|
||||||
_floorNormal = normal;
|
_floorNormal = normal;
|
||||||
|
if (directionSign > 0.0f) {
|
||||||
|
_floorContact = pt.m_positionWorldOnA;
|
||||||
|
} else {
|
||||||
|
_floorContact = pt.m_positionWorldOnB;
|
||||||
|
}
|
||||||
_onFloor = true;
|
_onFloor = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -327,17 +339,36 @@ void CharacterGhostObject::refreshOverlappingPairCache() {
|
||||||
|
|
||||||
void CharacterGhostObject::updateVelocity(btScalar dt) {
|
void CharacterGhostObject::updateVelocity(btScalar dt) {
|
||||||
if (_hovering) {
|
if (_hovering) {
|
||||||
_linearVelocity *= 0.99f; // HACK damping
|
_linearVelocity *= 0.999f; // HACK damping
|
||||||
} else {
|
} else {
|
||||||
_linearVelocity += (dt * _gravity) * _upDirection;
|
_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) {
|
if (_hovering) {
|
||||||
_linearVelocity = _motorVelocity;
|
_linearVelocity = _motorVelocity;
|
||||||
} else if (_onFloor) {
|
} 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();
|
btScalar pathLength = pathDirection.length();
|
||||||
if (pathLength > FLT_EPSILON) {
|
if (pathLength > FLT_EPSILON) {
|
||||||
_linearVelocity = (_motorSpeed / pathLength) * pathDirection;
|
_linearVelocity = (_motorSpeed / pathLength) * pathDirection;
|
||||||
|
@ -360,13 +391,3 @@ btScalar CharacterGhostObject::measureAvailableStepHeight() const {
|
||||||
return result.m_closestHitFraction * _maxStepHeight;
|
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
|
@ -31,7 +31,7 @@ public:
|
||||||
void setCollisionGroupAndMask(int16_t group, int16_t mask);
|
void setCollisionGroupAndMask(int16_t group, int16_t mask);
|
||||||
void getCollisionGroupAndMask(int16_t& group, int16_t& mask) const;
|
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 setUpDirection(const btVector3& up);
|
||||||
void setMotorVelocity(const btVector3& velocity);
|
void setMotorVelocity(const btVector3& velocity);
|
||||||
void setGravity(btScalar gravity) { _gravity = gravity; } // NOTE: we expect _gravity to be negative (in _upDirection)
|
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& start,
|
||||||
const btTransform& end,
|
const btTransform& end,
|
||||||
CharacterSweepResult& result) const;
|
CharacterSweepResult& result) const;
|
||||||
|
|
||||||
|
bool isHovering() const { return _hovering; }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
void removeFromWorld();
|
void removeFromWorld();
|
||||||
void addToWorld();
|
void addToWorld();
|
||||||
|
@ -61,17 +64,20 @@ protected:
|
||||||
bool resolvePenetration(int numTries);
|
bool resolvePenetration(int numTries);
|
||||||
void refreshOverlappingPairCache();
|
void refreshOverlappingPairCache();
|
||||||
void updateVelocity(btScalar dt);
|
void updateVelocity(btScalar dt);
|
||||||
void updateTraction();
|
void updateTraction(const btVector3& position);
|
||||||
btScalar measureAvailableStepHeight() const;
|
btScalar measureAvailableStepHeight() const;
|
||||||
void updateHoverState(const btTransform& transform);
|
void updateHoverState(const btVector3& position);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
btVector3 _upDirection { 0.0f, 1.0f, 0.0f }; // input, up in world-frame
|
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 _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 _linearVelocity { 0.0f, 0.0f, 0.0f }; // internal, actual character velocity
|
||||||
btVector3 _floorNormal { 0.0f, 0.0f, 0.0f }; // internal, probable floor normal
|
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
|
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 _motorSpeed { 0.0f }; // internal, cached for speed
|
||||||
btScalar _gravity { 0.0f }; // input, amplitude of gravity along _upDirection (should be negative)
|
btScalar _gravity { 0.0f }; // input, amplitude of gravity along _upDirection (should be negative)
|
||||||
btScalar _maxWallNormalUpComponent { 0.0f }; // input: max vertical component of wall normal
|
btScalar _maxWallNormalUpComponent { 0.0f }; // input: max vertical component of wall normal
|
||||||
|
|
Loading…
Reference in a new issue