split CharacterController btw phys and interface

This commit is contained in:
Andrew Meadows 2015-10-21 17:37:26 -07:00
parent bc07de3892
commit a1f1e50431
10 changed files with 437 additions and 220 deletions

View file

@ -2756,7 +2756,6 @@ void Application::update(float deltaTime) {
{
PerformanceTimer perfTimer("physics");
myAvatar->relayDriveKeysToCharacterController();
static VectorOfMotionStates motionStates;
_entitySimulation.getObjectsToDelete(motionStates);
@ -2783,6 +2782,8 @@ void Application::update(float deltaTime) {
avatarManager->getObjectsToChange(motionStates);
_physicsEngine->changeObjects(motionStates);
myAvatar->prepareForPhysicsSimulation();
_entities.getTree()->withWriteLock([&] {
_physicsEngine->stepSimulation();
});
@ -2807,6 +2808,8 @@ void Application::update(float deltaTime) {
// and will simulate entity motion (the EntityTree has been given an EntitySimulation).
_entities.update(); // update the models...
}
myAvatar->harvestResultsFromPhysicsSimulation();
}
}

View file

@ -109,8 +109,13 @@ MyAvatar::MyAvatar(RigPointer rig) :
_goToOrientation(),
_rig(rig),
_prevShouldDrawHead(true),
_audioListenerMode(FROM_HEAD),
_hmdAtRestDetector(glm::vec3(0), glm::quat())
_audioListenerMode(FROM_HEAD)
#ifdef OLD_HMD_TRACKER
,_hmdAtRestDetector(glm::vec3(0), glm::quat())
#else
,_avatarOffsetFromHMD(0.0f)
,_hmdVelocity(0.0f)
#endif // OLD_HMD_TRACKER
{
for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
_driveKeys[i] = 0.0f;
@ -154,7 +159,10 @@ void MyAvatar::reset(bool andReload) {
}
// Reset dynamic state.
_wasPushing = _isPushing = _isBraking = _billboardValid = _straighteningLean = false;
_wasPushing = _isPushing = _isBraking = _billboardValid = false;
#ifdef OLD_HMD_TRACKER
_isFollowingHMD = false;
#endif // OLD_HMD_TRACKER
_skeletonModel.reset();
getHead()->reset();
_targetVelocity = glm::vec3(0.0f);
@ -302,9 +310,10 @@ glm::mat4 MyAvatar::getSensorToWorldMatrix() const {
return _sensorToWorldMatrix;
}
#ifdef OLD_HMD_TRACKER
// returns true if pos is OUTSIDE of the vertical capsule
// where the middle cylinder length is defined by capsuleLen and the radius by capsuleRad.
static bool capsuleCheck(const glm::vec3& pos, float capsuleLen, float capsuleRad) {
static bool pointIsOutsideCapsule(const glm::vec3& pos, float capsuleLen, float capsuleRad) {
const float halfCapsuleLen = capsuleLen / 2.0f;
if (fabs(pos.y) <= halfCapsuleLen) {
// cylinder check for middle capsule
@ -320,12 +329,18 @@ static bool capsuleCheck(const glm::vec3& pos, float capsuleLen, float capsuleRa
return false;
}
}
#endif // OLD_HMD_TRACKER
// Pass a recent sample of the HMD to the avatar.
// This can also update the avatar's position to follow the HMD
// as it moves through the world.
void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
// update the sensorMatrices based on the new hmd pose
_hmdSensorMatrix = hmdSensorMatrix;
_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
#ifdef OLD_HMD_TRACKER
// calc deltaTime
auto now = usecTimestampNow();
auto deltaUsecs = now - _lastUpdateFromHMDTime;
@ -334,11 +349,6 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
const float BIGGEST_DELTA_TIME_SECS = 0.25f;
float deltaTime = glm::clamp((float)actualDeltaTime, 0.0f, BIGGEST_DELTA_TIME_SECS);
// update the sensorMatrices based on the new hmd pose
_hmdSensorMatrix = hmdSensorMatrix;
_hmdSensorPosition = extractTranslation(hmdSensorMatrix);
_hmdSensorOrientation = glm::quat_cast(hmdSensorMatrix);
bool hmdIsAtRest = _hmdAtRestDetector.update(deltaTime, _hmdSensorPosition, _hmdSensorOrientation);
// It can be more accurate/smooth to use velocity rather than position,
@ -360,58 +370,57 @@ void MyAvatar::updateFromHMDSensorMatrix(const glm::mat4& hmdSensorMatrix) {
bool justStartedMoving = (_lastIsMoving != isMoving) && isMoving;
_lastIsMoving = isMoving;
if (shouldBeginStraighteningLean() || hmdIsAtRest || justStartedMoving) {
beginStraighteningLean();
if (shouldFollowHMD() || hmdIsAtRest || justStartedMoving) {
beginFollowingHMD();
}
processStraighteningLean(deltaTime);
followHMD(deltaTime);
#endif // OLD_HMD_TRACKER
}
void MyAvatar::beginStraighteningLean() {
#ifdef OLD_HMD_TRACKER
void MyAvatar::beginFollowingHMD() {
// begin homing toward derived body position.
if (!_straighteningLean) {
_straighteningLean = true;
_straighteningLeanAlpha = 0.0f;
if (!_isFollowingHMD) {
_isFollowingHMD = true;
_followHMDAlpha = 0.0f;
}
}
bool MyAvatar::shouldBeginStraighteningLean() const {
// define a vertical capsule
const float STRAIGHTENING_LEAN_CAPSULE_RADIUS = 0.2f; // meters
const float STRAIGHTENING_LEAN_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters.
// detect if the derived body position is outside of a capsule around the _bodySensorMatrix
auto newBodySensorMatrix = deriveBodyFromHMDSensor();
glm::vec3 diff = extractTranslation(newBodySensorMatrix) - extractTranslation(_bodySensorMatrix);
bool isBodyPosOutsideCapsule = capsuleCheck(diff, STRAIGHTENING_LEAN_CAPSULE_LENGTH, STRAIGHTENING_LEAN_CAPSULE_RADIUS);
if (isBodyPosOutsideCapsule) {
return true;
} else {
return false;
bool MyAvatar::shouldFollowHMD() const {
if (!_isFollowingHMD) {
// define a vertical capsule
const float FOLLOW_HMD_CAPSULE_RADIUS = 0.2f; // meters
const float FOLLOW_HMD_CAPSULE_LENGTH = 0.05f; // length of the cylinder part of the capsule in meters.
// detect if the derived body position is outside of a capsule around the _bodySensorMatrix
auto newBodySensorMatrix = deriveBodyFromHMDSensor();
glm::vec3 localPoint = extractTranslation(newBodySensorMatrix) - extractTranslation(_bodySensorMatrix);
return pointIsOutsideCapsule(localPoint, FOLLOW_HMD_CAPSULE_LENGTH, FOLLOW_HMD_CAPSULE_RADIUS);
}
return false;
}
void MyAvatar::processStraighteningLean(float deltaTime) {
if (_straighteningLean) {
void MyAvatar::followHMD(float deltaTime) {
if (_isFollowingHMD) {
const float STRAIGHTENING_LEAN_DURATION = 0.5f; // seconds
const float FOLLOW_HMD_DURATION = 0.5f; // seconds
auto newBodySensorMatrix = deriveBodyFromHMDSensor();
auto worldBodyMatrix = _sensorToWorldMatrix * newBodySensorMatrix;
glm::vec3 worldBodyPos = extractTranslation(worldBodyMatrix);
glm::quat worldBodyRot = glm::normalize(glm::quat_cast(worldBodyMatrix));
_straighteningLeanAlpha += (1.0f / STRAIGHTENING_LEAN_DURATION) * deltaTime;
_followHMDAlpha += (1.0f / FOLLOW_HMD_DURATION) * deltaTime;
if (_straighteningLeanAlpha >= 1.0f) {
_straighteningLean = false;
if (_followHMDAlpha >= 1.0f) {
_isFollowingHMD = false;
nextAttitude(worldBodyPos, worldBodyRot);
_bodySensorMatrix = newBodySensorMatrix;
} else {
// interp position toward the desired pos
glm::vec3 pos = lerp(getPosition(), worldBodyPos, _straighteningLeanAlpha);
glm::quat rot = glm::normalize(safeMix(getOrientation(), worldBodyRot, _straighteningLeanAlpha));
glm::vec3 pos = lerp(getPosition(), worldBodyPos, _followHMDAlpha);
glm::quat rot = glm::normalize(safeMix(getOrientation(), worldBodyRot, _followHMDAlpha));
nextAttitude(pos, rot);
// interp sensor matrix toward desired
@ -419,12 +428,17 @@ void MyAvatar::processStraighteningLean(float deltaTime) {
glm::quat nextBodyRot = glm::normalize(glm::quat_cast(newBodySensorMatrix));
glm::vec3 prevBodyPos = extractTranslation(_bodySensorMatrix);
glm::quat prevBodyRot = glm::normalize(glm::quat_cast(_bodySensorMatrix));
pos = lerp(prevBodyPos, nextBodyPos, _straighteningLeanAlpha);
rot = glm::normalize(safeMix(prevBodyRot, nextBodyRot, _straighteningLeanAlpha));
pos = lerp(prevBodyPos, nextBodyPos, _followHMDAlpha);
rot = glm::normalize(safeMix(prevBodyRot, nextBodyRot, _followHMDAlpha));
_bodySensorMatrix = createMatFromQuatAndPos(rot, pos);
}
}
}
#else
void MyAvatar::harvestHMDOffset(glm::vec3 offset) {
}
#endif // USE_OLD
// best called at end of main loop, just before rendering.
// update sensor to world matrix from current body position and hmd sensor.
@ -1274,6 +1288,21 @@ void MyAvatar::rebuildSkeletonBody() {
_characterController.setLocalBoundingBox(corner, scale);
}
void MyAvatar::prepareForPhysicsSimulation() {
relayDriveKeysToCharacterController();
_characterController.setTargetVelocity(getTargetVelocity());
_characterController.setAvatarPositionAndOrientation(getPosition(), getOrientation());
//_characterController.setHMDVelocity(hmdVelocity);
}
void MyAvatar::harvestResultsFromPhysicsSimulation() {
glm::vec3 position = getPosition();
glm::quat orientation = getOrientation();
_characterController.getAvatarPositionAndOrientation(position, orientation);
nextAttitude(position, orientation);
setVelocity(_characterController.getLinearVelocity());
}
QString MyAvatar::getScriptedMotorFrame() const {
QString frame = "avatar";
if (_scriptedMotorFrame == SCRIPTED_MOTOR_CAMERA_FRAME) {

View file

@ -12,12 +12,16 @@
#ifndef hifi_MyAvatar_h
#define hifi_MyAvatar_h
#include <glm/glm.hpp>
#include <SettingHandle.h>
#include <DynamicCharacterController.h>
#include <Rig.h>
#include "Avatar.h"
#include "AtRestDetector.h"
//#include "AtRestDetector.h"
#include "MyAvatarController.h"
//#define OLD_HMD_TRACKER
class ModelItemID;
@ -154,8 +158,10 @@ public:
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
DynamicCharacterController* getCharacterController() { return &_characterController; }
MyAvatarController* getCharacterController() { return &_characterController; }
void prepareForPhysicsSimulation();
void harvestResultsFromPhysicsSimulation();
const QString& getCollisionSoundURL() {return _collisionSoundURL; }
void setCollisionSoundURL(const QString& url);
@ -262,9 +268,13 @@ private:
const RecorderPointer getRecorder() const { return _recorder; }
const PlayerPointer getPlayer() const { return _player; }
void beginStraighteningLean();
bool shouldBeginStraighteningLean() const;
void processStraighteningLean(float deltaTime);
#ifdef OLD_HMD_TRACKER
void beginFollowingHMD();
bool shouldFollowHMD() const;
void followHMD(float deltaTime);
#else
void harvestHMDOffset(glm::vec3 offset);
#endif
bool cameraInsideHead() const;
@ -295,7 +305,7 @@ private:
quint32 _motionBehaviors;
QString _collisionSoundURL;
DynamicCharacterController _characterController;
MyAvatarController _characterController;
AvatarWeakPointer _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition;
@ -348,21 +358,26 @@ private:
RigPointer _rig;
bool _prevShouldDrawHead;
bool _enableDebugDrawBindPose = false;
bool _enableDebugDrawAnimPose = false;
AnimSkeleton::ConstPointer _debugDrawSkeleton = nullptr;
bool _enableDebugDrawBindPose { false };
bool _enableDebugDrawAnimPose { false };
AnimSkeleton::ConstPointer _debugDrawSkeleton { nullptr };
AudioListenerMode _audioListenerMode;
glm::vec3 _customListenPosition;
glm::quat _customListenOrientation;
bool _straighteningLean = false;
float _straighteningLeanAlpha = 0.0f;
#ifdef OLD_HMD_TRACKER
bool _isFollowingHMD { false };
float _followHMDAlpha{0.0f};
quint64 _lastUpdateFromHMDTime = usecTimestampNow();
quint64 _lastUpdateFromHMDTime{usecTimestampNow()};
AtRestDetector _hmdAtRestDetector;
glm::vec3 _lastPosition;
bool _lastIsMoving = false;
bool _lastIsMoving { false };
#else
glm::vec3 _avatarOffsetFromHMD;
glm::vec3 _hmdVelocity;
#endif // OLD_HMD_TRACKER
};
QScriptValue audioListenModeToScriptValue(QScriptEngine* engine, const AudioListenerMode& audioListenerMode);

View file

@ -1,13 +1,27 @@
//
// MyAvatar.h
// interface/src/avatar
//
// Created by AndrewMeadows 2015.10.21
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "MyAvatarController.h"
#include <BulletCollision/CollisionShapes/btMultiSphereShape.h>
#include <BulletDynamics/Dynamics/btRigidBody.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <LinearMath/btDefaultMotionState.h>
#include <BulletUtil.h>
#include <GLMHelpers.h>
#include <PhysicsLogging.h>
#include <PhysicsCollisionGroups.h>
#include "BulletUtil.h"
#include "DynamicCharacterController.h"
#include "PhysicsLogging.h"
#include "MyAvatar.h"
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
const float DEFAULT_GRAVITY = -5.0f;
@ -15,11 +29,6 @@ const float JUMP_SPEED = 3.5f;
const float MAX_FALL_HEIGHT = 20.0f;
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2;
const uint32_t PENDING_FLAG_JUMP = 1U << 3;
// TODO: improve walking up steps
// TODO: make avatars able to walk up and down steps/slopes
// TODO: make avatars stand on steep slope
@ -41,19 +50,19 @@ protected:
btRigidBody* _me;
};
DynamicCharacterController::DynamicCharacterController(AvatarData* avatarData) {
MyAvatarController::MyAvatarController(MyAvatar* avatar) {
_halfHeight = 1.0f;
_shape = nullptr;
_rigidBody = nullptr;
assert(avatarData);
_avatarData = avatarData;
assert(avatar);
_avatar = avatar;
_enabled = false;
_floorDistance = MAX_FALL_HEIGHT;
_walkVelocity.setValue(0.0f,0.0f,0.0f);
_walkVelocity.setValue(0.0f, 0.0f, 0.0f);
_hmdVelocity.setValue(0.0f, 0.0f, 0.0f);
_jumpSpeed = JUMP_SPEED;
_isOnGround = false;
_isJumping = false;
@ -61,21 +70,16 @@ DynamicCharacterController::DynamicCharacterController(AvatarData* avatarData) {
_isHovering = true;
_isPushingUp = false;
_jumpToHoverStart = 0;
_lastStepDuration = 0.0f;
_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
updateShapeIfNecessary();
}
DynamicCharacterController::~DynamicCharacterController() {
MyAvatarController::~MyAvatarController() {
}
// virtual
void DynamicCharacterController::setWalkDirection(const btVector3& walkDirection) {
// do nothing -- walkVelocity is upated in preSimulation()
//_walkVelocity = walkDirection;
}
void DynamicCharacterController::preStep(btCollisionWorld* collisionWorld) {
void MyAvatarController::preStep(btCollisionWorld* collisionWorld) {
// trace a ray straight down to see if we're standing on the ground
const btTransform& xform = _rigidBody->getWorldTransform();
@ -96,7 +100,7 @@ void DynamicCharacterController::preStep(btCollisionWorld* collisionWorld) {
}
}
void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
void MyAvatarController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
btVector3 actualVelocity = _rigidBody->getLinearVelocity();
btScalar actualSpeed = actualVelocity.length();
@ -160,7 +164,7 @@ void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld, btScala
}
}
void DynamicCharacterController::jump() {
void MyAvatarController::jump() {
// check for case where user is holding down "jump" key...
// we'll eventually tansition to "hover"
if (!_isJumping) {
@ -178,12 +182,12 @@ void DynamicCharacterController::jump() {
}
}
bool DynamicCharacterController::onGround() const {
bool MyAvatarController::onGround() const {
const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
return _floorDistance < FLOOR_PROXIMITY_THRESHOLD;
}
void DynamicCharacterController::setHovering(bool hover) {
void MyAvatarController::setHovering(bool hover) {
if (hover != _isHovering) {
_isHovering = hover;
_isJumping = false;
@ -198,7 +202,7 @@ void DynamicCharacterController::setHovering(bool hover) {
}
}
void DynamicCharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
void MyAvatarController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
_boxScale = scale;
float x = _boxScale.x;
@ -231,15 +235,17 @@ void DynamicCharacterController::setLocalBoundingBox(const glm::vec3& corner, co
_shapeLocalOffset = corner + 0.5f * _boxScale;
}
bool DynamicCharacterController::needsRemoval() const {
/* moved to base class
bool MyAvatarController::needsRemoval() const {
return (bool)(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION);
}
bool DynamicCharacterController::needsAddition() const {
bool MyAvatarController::needsAddition() const {
return (bool)(_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION);
}
*/
void DynamicCharacterController::setEnabled(bool enabled) {
void MyAvatarController::setEnabled(bool enabled) {
if (enabled != _enabled) {
if (enabled) {
// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
@ -257,7 +263,8 @@ void DynamicCharacterController::setEnabled(bool enabled) {
}
}
void DynamicCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
/* moved to base class
void MyAvatarController::setDynamicsWorld(btDynamicsWorld* world) {
if (_dynamicsWorld != world) {
if (_dynamicsWorld) {
if (_rigidBody) {
@ -284,9 +291,9 @@ void DynamicCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
} else {
_pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
}
}*/
void DynamicCharacterController::updateShapeIfNecessary() {
void MyAvatarController::updateShapeIfNecessary() {
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
// make sure there is NO pending removal from simulation at this point
// (don't want to delete _rigidBody out from under the simulation)
@ -321,8 +328,8 @@ void DynamicCharacterController::updateShapeIfNecessary() {
_rigidBody = new btRigidBody(mass, nullptr, _shape, inertia);
_rigidBody->setSleepingThresholds(0.0f, 0.0f);
_rigidBody->setAngularFactor(0.0f);
_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()),
glmToBullet(_avatarData->getPosition())));
_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatar->getOrientation()),
glmToBullet(_avatar->getPosition())));
if (_isHovering) {
_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
} else {
@ -335,7 +342,7 @@ void DynamicCharacterController::updateShapeIfNecessary() {
}
}
void DynamicCharacterController::updateUpAxis(const glm::quat& rotation) {
void MyAvatarController::updateUpAxis(const glm::quat& rotation) {
btVector3 oldUp = _currentUp;
_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
if (!_isHovering) {
@ -346,24 +353,57 @@ void DynamicCharacterController::updateUpAxis(const glm::quat& rotation) {
}
}
void DynamicCharacterController::preSimulation(btScalar timeStep) {
if (_enabled && _dynamicsWorld) {
glm::quat rotation = _avatarData->getOrientation();
void MyAvatarController::setAvatarPositionAndOrientation(
const glm::vec3& position,
const glm::quat& orientation) {
// TODO: update gravity if up has changed
updateUpAxis(orientation);
btQuaternion bodyOrientation = glmToBullet(orientation);
btVector3 bodyPosition = glmToBullet(position + orientation * _shapeLocalOffset);
_avatarBodyTransform = btTransform(bodyOrientation, bodyPosition);
}
void MyAvatarController::getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
if (_enabled && _rigidBody) {
const btTransform& avatarTransform = _rigidBody->getWorldTransform();
rotation = bulletToGLM(avatarTransform.getRotation());
position = bulletToGLM(avatarTransform.getOrigin()) - rotation * _shapeLocalOffset;
}
}
void MyAvatarController::setTargetVelocity(const glm::vec3& velocity) {
//_walkVelocity = glmToBullet(_avatarData->getTargetVelocity());
_walkVelocity = glmToBullet(velocity);
}
void MyAvatarController::setHMDVelocity(const glm::vec3& velocity) {
_hmdVelocity = glmToBullet(velocity);
}
glm::vec3 MyAvatarController::getLinearVelocity() const {
glm::vec3 velocity(0.0f);
if (_rigidBody) {
velocity = bulletToGLM(_rigidBody->getLinearVelocity());
}
return velocity;
}
void MyAvatarController::preSimulation() {
if (_enabled && _dynamicsWorld) {
/*
glm::quat rotation = _avatarData->getOrientation();
// TODO: update gravity if up has changed
updateUpAxis(rotation);
glm::vec3 position = _avatarData->getPosition() + rotation * _shapeLocalOffset;
_rigidBody->setWorldTransform(btTransform(glmToBullet(rotation), glmToBullet(position)));
*/
// the rotation is dictated by AvatarData
btTransform xform = _rigidBody->getWorldTransform();
xform.setRotation(glmToBullet(rotation));
_rigidBody->setWorldTransform(xform);
_rigidBody->setWorldTransform(_avatarBodyTransform);
// scan for distant floor
// rayStart is at center of bottom sphere
btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp;
btVector3 rayStart = _avatarBodyTransform.getOrigin() - _halfHeight * _currentUp;
// rayEnd is straight down MAX_FALL_HEIGHT
btScalar rayLength = _radius + MAX_FALL_HEIGHT;
@ -388,8 +428,6 @@ void DynamicCharacterController::preSimulation(btScalar timeStep) {
setHovering(true);
}
_walkVelocity = glmToBullet(_avatarData->getTargetVelocity());
if (_pendingFlags & PENDING_FLAG_JUMP) {
_pendingFlags &= ~ PENDING_FLAG_JUMP;
if (onGround()) {
@ -402,7 +440,9 @@ void DynamicCharacterController::preSimulation(btScalar timeStep) {
}
}
void DynamicCharacterController::postSimulation() {
void MyAvatarController::postSimulation() {
/*
_lastStepDuration += timeStep;
if (_enabled && _rigidBody) {
const btTransform& avatarTransform = _rigidBody->getWorldTransform();
glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
@ -410,5 +450,8 @@ void DynamicCharacterController::postSimulation() {
_avatarData->nextAttitude(position - rotation * _shapeLocalOffset, rotation);
_avatarData->setVelocity(bulletToGLM(_rigidBody->getLinearVelocity()));
_avatarData->applySimulationTime(_lastStepDuration);
}
_lastStepDuration = 0.0f;
*/
}

View file

@ -0,0 +1,106 @@
//
// MyAvatar.h
// interface/src/avatar
//
// Created by AndrewMeadows 2015.10.21
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_MyAvatarController_h
#define hifi_MyAvatarController_h
#include <btBulletDynamicsCommon.h>
#include <glm/glm.hpp>
#include <CharacterController.h>
#include <SharedUtil.h>
class btCollisionShape;
class MyAvatar;
class MyAvatarController : public CharacterController {
public:
MyAvatarController(MyAvatar* avatar);
~MyAvatarController ();
// TODO: implement these when needed
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) override { assert(false); }
virtual void reset(btCollisionWorld* collisionWorld) override { }
virtual void warp(const btVector3& origin) override { }
virtual void debugDraw(btIDebugDraw* debugDrawer) override { }
virtual void setUpInterpolate(bool value) override { }
// overrides from btCharacterControllerInterface
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) override {
preStep(collisionWorld);
playerStep(collisionWorld, deltaTime);
}
virtual void preStep(btCollisionWorld* collisionWorld) override;
virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt) override;
virtual bool canJump() const override { assert(false); return false; } // never call this
virtual void jump() override; // call this every frame the jump button is pressed
virtual bool onGround() const override;
// overrides from CharacterController
virtual void preSimulation() override;
virtual void postSimulation() override;
virtual void incrementSimulationTime(btScalar timeStep) override { _lastStepDuration += timeStep; }
bool isHovering() const { return _isHovering; }
void setHovering(bool enabled);
void setEnabled(bool enabled);
bool isEnabled() const { return _enabled && _dynamicsWorld; }
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
virtual void updateShapeIfNecessary() override;
void setAvatarPositionAndOrientation( const glm::vec3& position, const glm::quat& orientation);
void getAvatarPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
void setTargetVelocity(const glm::vec3& velocity);
void setHMDVelocity(const glm::vec3& velocity);
glm::vec3 getLinearVelocity() const;
protected:
void updateUpAxis(const glm::quat& rotation);
protected:
btVector3 _currentUp;
btVector3 _walkVelocity;
btVector3 _hmdVelocity;
btTransform _avatarBodyTransform;
glm::vec3 _shapeLocalOffset;
glm::vec3 _boxScale; // used to compute capsule shape
quint64 _jumpToHoverStart;
btCollisionShape* _shape { nullptr };
MyAvatar* _avatar { nullptr };
btScalar _halfHeight;
btScalar _radius;
btScalar _floorDistance;
btScalar _gravity;
btScalar _jumpSpeed;
btScalar _lastStepDuration;
bool _enabled;
bool _isOnGround;
bool _isJumping;
bool _isFalling;
bool _isHovering;
bool _isPushingUp;
};
#endif // hifi_MyAvatarController_h

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@ -0,0 +1,52 @@
//
// CharacterControllerInterface.cpp
// libraries/physcis/src
//
// Created by Andrew Meadows 2015.10.21
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "CharacterController.h"
#include "PhysicsCollisionGroups.h"
bool CharacterController::needsRemoval() const {
return (bool)(_pendingFlags & PENDING_FLAG_REMOVE_FROM_SIMULATION);
}
bool CharacterController::needsAddition() const {
return (bool)(_pendingFlags & PENDING_FLAG_ADD_TO_SIMULATION);
}
void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
if (_dynamicsWorld != world) {
if (_dynamicsWorld) {
if (_rigidBody) {
_dynamicsWorld->removeRigidBody(_rigidBody);
_dynamicsWorld->removeAction(this);
}
_dynamicsWorld = nullptr;
}
if (world && _rigidBody) {
_dynamicsWorld = world;
_pendingFlags &= ~ PENDING_FLAG_JUMP;
_dynamicsWorld->addRigidBody(_rigidBody, COLLISION_GROUP_MY_AVATAR, COLLISION_MASK_MY_AVATAR);
_dynamicsWorld->addAction(this);
//reset(_dynamicsWorld);
}
}
if (_dynamicsWorld) {
if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
// shouldn't fall in here, but if we do make sure both ADD and REMOVE bits are still set
_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION | PENDING_FLAG_REMOVE_FROM_SIMULATION;
} else {
_pendingFlags &= ~PENDING_FLAG_ADD_TO_SIMULATION;
}
} else {
_pendingFlags &= ~ PENDING_FLAG_REMOVE_FROM_SIMULATION;
}
}

View file

@ -0,0 +1,60 @@
//
// CharacterControllerInterface.h
// libraries/physcis/src
//
// Created by Andrew Meadows 2015.10.21
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_CharacterControllerInterface_h
#define hifi_CharacterControllerInterface_h
#include <assert.h>
#include <stdint.h>
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2;
const uint32_t PENDING_FLAG_JUMP = 1U << 3;
class btRigidBody;
class btCollisionWorld;
class btDynamicsWorld;
class CharacterController : public btCharacterControllerInterface {
public:
bool needsRemoval() const;
bool needsAddition() const;
void setDynamicsWorld(btDynamicsWorld* world);
btCollisionObject* getCollisionObject() { return _rigidBody; }
virtual void updateShapeIfNecessary() = 0;
virtual void preSimulation() = 0;
virtual void incrementSimulationTime(btScalar stepTime) = 0;
virtual void postSimulation() = 0;
virtual void setWalkDirection(const btVector3 &walkDirection) { assert(false); }
/* these from btCharacterControllerInterface remain to be overridden
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) = 0;
virtual void reset() = 0;
virtual void warp(const btVector3 &origin) = 0;
virtual void preStep(btCollisionWorld *collisionWorld) = 0;
virtual void playerStep(btCollisionWorld *collisionWorld, btScalar dt) = 0;
virtual bool canJump() const = 0;
virtual void jump() = 0;
virtual bool onGround() const = 0;
*/
protected:
btDynamicsWorld* _dynamicsWorld { nullptr };
btRigidBody* _rigidBody { nullptr };
uint32_t _pendingFlags { 0 };
};
#endif // hifi_CharacterControllerInterface_h

View file

@ -1,95 +0,0 @@
#ifndef hifi_DynamicCharacterController_h
#define hifi_DynamicCharacterController_h
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
#include <AvatarData.h>
class btCollisionShape;
class btRigidBody;
class btCollisionWorld;
const int NUM_CHARACTER_CONTROLLER_RAYS = 2;
class DynamicCharacterController : public btCharacterControllerInterface
{
protected:
btScalar _halfHeight;
btScalar _radius;
btCollisionShape* _shape;
btRigidBody* _rigidBody;
btVector3 _currentUp;
btScalar _floorDistance;
btVector3 _walkVelocity;
btScalar _gravity;
glm::vec3 _shapeLocalOffset;
glm::vec3 _boxScale; // used to compute capsule shape
AvatarData* _avatarData = nullptr;
bool _enabled;
bool _isOnGround;
bool _isJumping;
bool _isFalling;
bool _isHovering;
bool _isPushingUp;
quint64 _jumpToHoverStart;
uint32_t _pendingFlags;
btDynamicsWorld* _dynamicsWorld = nullptr;
btScalar _jumpSpeed;
public:
DynamicCharacterController(AvatarData* avatarData);
~DynamicCharacterController ();
virtual void setWalkDirection(const btVector3& walkDirection);
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) { assert(false); }
// TODO: implement these when needed
virtual void reset(btCollisionWorld* collisionWorld) { }
virtual void warp(const btVector3& origin) { }
virtual void debugDraw(btIDebugDraw* debugDrawer) { }
virtual void setUpInterpolate(bool value) { }
btCollisionObject* getCollisionObject() { return _rigidBody; }
///btActionInterface interface
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) {
preStep(collisionWorld);
playerStep(collisionWorld, deltaTime);
}
virtual void preStep(btCollisionWorld* collisionWorld);
virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt);
virtual bool canJump() const { assert(false); return false; } // never call this
virtual void jump(); // call this every frame the jump button is pressed
virtual bool onGround() const;
bool isHovering() const { return _isHovering; }
void setHovering(bool enabled);
bool needsRemoval() const;
bool needsAddition() const;
void setEnabled(bool enabled);
bool isEnabled() const { return _enabled && _dynamicsWorld; }
void setDynamicsWorld(btDynamicsWorld* world);
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
bool needsShapeUpdate() const;
void updateShapeIfNecessary();
void preSimulation(btScalar timeStep);
void postSimulation();
protected:
void updateUpAxis(const glm::quat& rotation);
};
#endif // hifi_DynamicCharacterController_h

View file

@ -11,6 +11,7 @@
#include <PhysicsCollisionGroups.h>
#include "CharacterController.h"
#include "ObjectMotionState.h"
#include "PhysicsEngine.h"
#include "PhysicsHelpers.h"
@ -23,7 +24,7 @@ uint32_t PhysicsEngine::getNumSubsteps() {
PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
_originOffset(offset),
_characterController(nullptr) {
_myAvatarController(nullptr) {
// build table of masks with their group as the key
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEFAULT), COLLISION_MASK_DEFAULT);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_STATIC), COLLISION_MASK_STATIC);
@ -38,8 +39,8 @@ PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
}
PhysicsEngine::~PhysicsEngine() {
if (_characterController) {
_characterController->setDynamicsWorld(nullptr);
if (_myAvatarController) {
_myAvatarController->setDynamicsWorld(nullptr);
}
delete _collisionConfig;
delete _collisionDispatcher;
@ -239,16 +240,18 @@ void PhysicsEngine::stepSimulation() {
_clock.reset();
float timeStep = btMin(dt, MAX_TIMESTEP);
// TODO: move character->preSimulation() into relayIncomingChanges
if (_characterController) {
if (_characterController->needsRemoval()) {
_characterController->setDynamicsWorld(nullptr);
if (_myAvatarController) {
// ADEBUG TODO: move this stuff outside and in front of stepSimulation, because
// the updateShapeIfNecessary() call needs info from MyAvatar and should
// be done on the main thread during the pre-simulation stuff
if (_myAvatarController->needsRemoval()) {
_myAvatarController->setDynamicsWorld(nullptr);
}
_characterController->updateShapeIfNecessary();
if (_characterController->needsAddition()) {
_characterController->setDynamicsWorld(_dynamicsWorld);
_myAvatarController->updateShapeIfNecessary();
if (_myAvatarController->needsAddition()) {
_myAvatarController->setDynamicsWorld(_dynamicsWorld);
}
_characterController->preSimulation(timeStep);
_myAvatarController->preSimulation();
}
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
@ -257,8 +260,8 @@ void PhysicsEngine::stepSimulation() {
_numSubsteps += (uint32_t)numSubsteps;
ObjectMotionState::setWorldSimulationStep(_numSubsteps);
if (_characterController) {
_characterController->postSimulation();
if (_myAvatarController) {
_myAvatarController->postSimulation();
}
updateContactMap();
_hasOutgoingChanges = true;
@ -268,7 +271,7 @@ void PhysicsEngine::stepSimulation() {
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) {
BT_PROFILE("ownershipInfection");
const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr;
const btCollisionObject* characterObject = _myAvatarController ? _myAvatarController->getCollisionObject() : nullptr;
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
@ -431,15 +434,15 @@ void PhysicsEngine::bump(ObjectMotionState* motionState) {
}
}
void PhysicsEngine::setCharacterController(DynamicCharacterController* character) {
if (_characterController != character) {
if (_characterController) {
void PhysicsEngine::setCharacterController(CharacterController* character) {
if (_myAvatarController != character) {
if (_myAvatarController) {
// remove the character from the DynamicsWorld immediately
_characterController->setDynamicsWorld(nullptr);
_characterController = nullptr;
_myAvatarController->setDynamicsWorld(nullptr);
_myAvatarController = nullptr;
}
// the character will be added to the DynamicsWorld later
_characterController = character;
_myAvatarController = character;
}
}

View file

@ -21,13 +21,14 @@
#include "BulletUtil.h"
#include "ContactInfo.h"
#include "DynamicCharacterController.h"
#include "ObjectMotionState.h"
#include "ThreadSafeDynamicsWorld.h"
#include "ObjectAction.h"
const float HALF_SIMULATION_EXTENT = 512.0f; // meters
class CharacterController;
// simple class for keeping track of contacts
class ContactKey {
public:
@ -87,7 +88,7 @@ public:
void removeRigidBody(btRigidBody* body);
void setCharacterController(DynamicCharacterController* character);
void setCharacterController(CharacterController* character);
void dumpNextStats() { _dumpNextStats = true; }
@ -117,7 +118,7 @@ private:
uint32_t _lastNumSubstepsAtUpdateInternal = 0;
/// character collisions
DynamicCharacterController* _characterController = NULL;
CharacterController* _myAvatarController;
bool _dumpNextStats = false;
bool _hasOutgoingChanges = false;