cleanup, and include missing allowBackface parameter

This commit is contained in:
Howard Stearns 2017-06-04 07:55:23 -07:00
parent 3d62900daf
commit a0ea306aed
3 changed files with 3 additions and 10 deletions
interface/src/avatar
libraries

View file

@ -1558,7 +1558,6 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
if (_characterController.isStuck()) {
_physicsSafetyPending = true;
_goToPosition = getPosition();
qDebug() << "FIXME setting safety test at:" << _goToPosition;
}
} else {
setVelocity(getVelocity() + _characterController.getFollowVelocity());
@ -2232,7 +2231,6 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
}
void MyAvatar::goToLocationAndEnableCollisions(const glm::vec3& position) { // See use case in safeLanding.
// FIXME: Doesn't work 100% of time. Need to figure out what isn't happening fast enough. E.g., don't goToLocation until confirmed removed from physics?
goToLocation(position);
QMetaObject::invokeMethod(this, "setCollisionsEnabled", Qt::QueuedConnection, Q_ARG(bool, true));
}
@ -2274,7 +2272,7 @@ bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& bette
// 1) This is only meant to cover the most important cases, and even the four corners won't handle random spikes in the surfaces or avatar.
// 2) My feeling is that this code is already at the limit of what can realistically be reviewed and maintained.
auto ok = [&](const char* label) { // position is good to go, or at least, we cannot do better
qDebug() << "Already safe" << label << positionIn << " collisions:" << getCollisionsEnabled() << " physics:" << qApp->isPhysicsEnabled();
//qDebug() << "Already safe" << label << positionIn << " collisions:" << getCollisionsEnabled() << " physics:" << qApp->isPhysicsEnabled();
return false;
};
auto halfHeight = _characterController.getCapsuleHalfHeight();
@ -2350,14 +2348,12 @@ bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& bette
ignore.push_back(upperId);
if (!findIntersection(upperIntersection, up, upperIntersection, upperId, upperNormal)) {
// We're not inside an entity, and from the nested tests, we have room between what is above and below. So position is good!
//qDebug() << "FIXME upper:" << upperId << upperIntersection << " n:" << upperNormal.y << " lower:" << lowerId << lowerIntersection << " n:" << lowerNormal.y << " delta:" << delta << " halfHeight:" << halfHeight;
return ok("enough room");
}
if (isUp(upperNormal)) {
// This new intersection is the top surface of an entity that we have not yet seen, which means we're contained within it.
// We could break here and recurse from the top of the original ceiling, but since we've already done the work to find the top
// of the enclosing entity, let's put our feet at upperIntersection and start over.
qDebug() << "FIXME inside above:" << upperId << " below:" << lowerId;
return mustMove();
}
// We found a new bottom surface, which we're not interested in.
@ -2370,7 +2366,6 @@ bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& bette
const float big = (float)TREE_SCALE;
const auto skyHigh = up * big;
auto fromAbove = capsuleCenter + skyHigh;
qDebug() << "FIXME need to compute safe landing for" << capsuleCenter << " based on " << (isDown(upperNormal) ? "down " : "up ") << upperIntersection << "@" << upperId << " and " << (isUp(lowerNormal) ? "up " : "down ") << lowerIntersection << "@" << lowerId;
if (!findIntersection(fromAbove, down, upperIntersection, upperId, upperNormal)) {
return ok("Unable to find a landing");
}

View file

@ -175,9 +175,7 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
const float STUCK_PENETRATION = -0.05f; // always negative into the object.
const float STUCK_IMPULSE = 500.0f;
const int STUCK_LIFETIME = 3;
//if (contact.getDistance() < STUCK_PENETRATION) qDebug() << "FIXME checking contact:" << contact.getDistance() << " impulse:" << contact.getAppliedImpulse() << " lifetime:" << contact.getLifeTime();
if ((contact.getDistance() < STUCK_PENETRATION) && (contact.getAppliedImpulse() > STUCK_IMPULSE) && (contact.getLifeTime() > STUCK_LIFETIME)) {
qDebug() << "FIXME stuck contact:" << contact.getDistance() << " impulse:" << contact.getAppliedImpulse() << " lifetime:" << contact.getLifeTime();
isStuck = true; // latch on
}
if (hitHeight < _maxStepHeight && normal.dot(_currentUp) > _minFloorNormalDotUp) {
@ -193,7 +191,7 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
if (!_stepUpEnabled || hitHeight > _maxStepHeight) {
// this manifold is invalidated by point that is too high
stepContactIndex = -1;
qDebug() << "FIXME breaking early"; break;
break;
} else if (hitHeight > highestStep && normal.dot(_targetVelocity) < 0.0f ) {
highestStep = hitHeight;
stepContactIndex = j;

View file

@ -41,7 +41,7 @@ bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3&
}
int trianglesTouched = 0;
auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched);
auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched, allowBackface);
#if WANT_DEBUGGING
if (precision) {