enable vertical thrust while walking

This commit is contained in:
Andrew Meadows 2016-05-11 17:57:34 -07:00
parent 8e3b31a5e5
commit 9b7bf97891

View file

@ -187,40 +187,34 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
}
// decompose into horizontal and vertical components.
btVector3 actualVertVelocity = actualVelocity.dot(_currentUp) * _currentUp;
btVector3 actualHorizVelocity = actualVelocity - actualVertVelocity;
btVector3 desiredVertVelocity = desiredVelocity.dot(_currentUp) * _currentUp;
btVector3 desiredHorizVelocity = desiredVelocity - desiredVertVelocity;
btVector3 finalVelocity;
const btScalar FLY_ACCELERATION_TIMESCALE = 0.2f;
switch (_state) {
case State::Ground:
case State::Takeoff:
{
// horizontal ground control
const btScalar WALK_ACCELERATION_TIMESCALE = 0.1f;
btScalar tau = dt / WALK_ACCELERATION_TIMESCALE;
finalVelocity = tau * desiredHorizVelocity + (1.0f - tau) * actualHorizVelocity + actualVertVelocity;
if (_state == State::Hover) {
// simple case
btScalar tau = dt / FLY_ACCELERATION_TIMESCALE;
finalVelocity = tau * desiredVelocity + (1.0f - tau) * actualVelocity;
} else {
// ground states require special handling of horizontal and vertical components
btVector3 actualVertVelocity = actualVelocity.dot(_currentUp) * _currentUp;
btVector3 actualHorizVelocity = actualVelocity - actualVertVelocity;
btVector3 desiredVertVelocity = desiredVelocity.dot(_currentUp) * _currentUp;
btVector3 desiredHorizVelocity = desiredVelocity - desiredVertVelocity;
// horizontal part
const btScalar WALK_ACCELERATION_TIMESCALE = 0.1f;
const btScalar IN_AIR_ACCELERATION_TIMESCALE = 2.0f;
btScalar timescale = (_state == State::InAir) ? IN_AIR_ACCELERATION_TIMESCALE : WALK_ACCELERATION_TIMESCALE;
btScalar tau = dt / timescale;
finalVelocity = tau * desiredHorizVelocity + (1.0f - tau) * actualHorizVelocity;
// only blend vertical part if the target velocity has non-zero vertical component
const btScalar MIN_VERT_TARGET_SPEED_SQUARED = 1.0e-6; // 1mm/sec
if (desiredVertVelocity.length2() > MIN_VERT_TARGET_SPEED_SQUARED) {
tau = dt / FLY_ACCELERATION_TIMESCALE;
finalVelocity += tau * desiredVertVelocity + (1.0f - tau) * actualVertVelocity;
}
break;
case State::InAir:
{
// horizontal air control
const btScalar IN_AIR_ACCELERATION_TIMESCALE = 2.0f;
btScalar tau = dt / IN_AIR_ACCELERATION_TIMESCALE;
finalVelocity = tau * desiredHorizVelocity + (1.0f - tau) * actualHorizVelocity + actualVertVelocity;
}
break;
case State::Hover:
{
// vertical and horizontal air control
const btScalar FLY_ACCELERATION_TIMESCALE = 0.2f;
btScalar tau = dt / FLY_ACCELERATION_TIMESCALE;
finalVelocity = tau * desiredVelocity + (1.0f - tau) * actualVelocity;
}
break;
}
_rigidBody->setLinearVelocity(finalVelocity + _parentVelocity);