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https://github.com/overte-org/overte.git
synced 2025-04-20 02:03:57 +02:00
move code into CharacterController::updateState()
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8dd5c9b92b
commit
a8af8d6027
2 changed files with 100 additions and 98 deletions
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@ -581,116 +581,121 @@ void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
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velocity = bulletToGLM(btVelocity);
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}
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void CharacterController::preSimulation() {
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if (_dynamicsWorld) {
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quint64 now = usecTimestampNow();
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void CharacterController::updateState() {
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const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
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const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
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const btScalar MIN_HOVER_HEIGHT = 2.5f;
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const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
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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 = _position;
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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 = _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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btVector3 rayEnd = rayStart - rayLength * _currentUp;
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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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btVector3 rayEnd = rayStart - rayLength * _currentUp;
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const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
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const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
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const btScalar MIN_HOVER_HEIGHT = 2.5f;
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const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
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const btScalar MAX_WALKING_SPEED = 2.5f;
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ClosestNotMe rayCallback(_rigidBody);
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rayCallback.m_closestHitFraction = 1.0f;
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_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
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bool rayHasHit = rayCallback.hasHit();
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quint64 now = usecTimestampNow();
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if (rayHasHit) {
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_rayHitStartTime = now;
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - (_radius + _halfHeight);
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} else {
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const quint64 RAY_HIT_START_PERIOD = 500 * MSECS_PER_SECOND;
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ClosestNotMe rayCallback(_rigidBody);
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rayCallback.m_closestHitFraction = 1.0f;
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_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
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bool rayHasHit = rayCallback.hasHit();
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if (rayHasHit) {
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_rayHitStartTime = now;
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - (_radius + _halfHeight);
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} else if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
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if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
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rayHasHit = true;
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} else {
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_floorDistance = FLT_MAX;
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}
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}
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// record a time stamp when the jump button was first pressed.
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if ((_previousFlags & PENDING_FLAG_JUMP) != (_pendingFlags & PENDING_FLAG_JUMP)) {
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if (_pendingFlags & PENDING_FLAG_JUMP) {
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_jumpButtonDownStartTime = now;
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_jumpButtonDownCount++;
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}
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// record a time stamp when the jump button was first pressed.
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bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
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if ((_previousFlags & PENDING_FLAG_JUMP) != (_pendingFlags & PENDING_FLAG_JUMP)) {
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if (_pendingFlags & PENDING_FLAG_JUMP) {
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_jumpButtonDownStartTime = now;
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_jumpButtonDownCount++;
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}
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}
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bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
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btVector3 velocity = _preSimulationVelocity;
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btVector3 actualHorizVelocity = velocity - velocity.dot(_currentUp) * _currentUp;
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bool flyingFast = _state == State::Hover && actualHorizVelocity.length() > (MAX_WALKING_SPEED * 0.75f);
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// OUTOFBODY_HACK -- disable normal state transitions while collisionless
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if (_collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
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switch (_state) {
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case State::Ground:
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if (!rayHasHit && !_hasSupport) {
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SET_STATE(State::Hover, "no ground detected");
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} else if (_pendingFlags & PENDING_FLAG_JUMP && _jumpButtonDownCount != _takeoffJumpButtonID) {
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_takeoffJumpButtonID = _jumpButtonDownCount;
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_takeoffToInAirStartTime = now;
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SET_STATE(State::Takeoff, "jump pressed");
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} else if (rayHasHit && !_hasSupport && _floorDistance > GROUND_TO_FLY_THRESHOLD) {
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SET_STATE(State::InAir, "falling");
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}
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break;
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case State::Takeoff:
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if (!rayHasHit && !_hasSupport) {
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SET_STATE(State::Hover, "no ground");
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} else if ((now - _takeoffToInAirStartTime) > TAKE_OFF_TO_IN_AIR_PERIOD) {
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SET_STATE(State::InAir, "takeoff done");
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velocity += _jumpSpeed * _currentUp;
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_rigidBody->setLinearVelocity(velocity);
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}
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break;
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case State::InAir: {
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if ((velocity.dot(_currentUp) <= (JUMP_SPEED / 2.0f)) && ((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport)) {
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SET_STATE(State::Ground, "hit ground");
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} else {
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btVector3 desiredVelocity = _targetVelocity;
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if (desiredVelocity.length2() < MIN_TARGET_SPEED_SQUARED) {
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desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
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}
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bool vertTargetSpeedIsNonZero = desiredVelocity.dot(_currentUp) > MIN_TARGET_SPEED;
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if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (_takeoffJumpButtonID != _jumpButtonDownCount)) {
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SET_STATE(State::Hover, "double jump button");
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} else if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (now - _jumpButtonDownStartTime) > JUMP_TO_HOVER_PERIOD) {
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SET_STATE(State::Hover, "jump button held");
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}
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}
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break;
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// OUTOFBODY_HACK -- disable normal state transitions while collisionless
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if (_collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
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switch (_state) {
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case State::Ground:
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if (!rayHasHit && !_hasSupport) {
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SET_STATE(State::Hover, "no ground detected");
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} else if (_pendingFlags & PENDING_FLAG_JUMP && _jumpButtonDownCount != _takeoffJumpButtonID) {
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_takeoffJumpButtonID = _jumpButtonDownCount;
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_takeoffToInAirStartTime = now;
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SET_STATE(State::Takeoff, "jump pressed");
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} else if (rayHasHit && !_hasSupport && _floorDistance > GROUND_TO_FLY_THRESHOLD) {
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SET_STATE(State::InAir, "falling");
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}
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case State::Hover:
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if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
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SET_STATE(State::InAir, "near ground");
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} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
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SET_STATE(State::Ground, "touching ground");
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}
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break;
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break;
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case State::Takeoff:
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if (!rayHasHit && !_hasSupport) {
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SET_STATE(State::Hover, "no ground");
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} else if ((now - _takeoffToInAirStartTime) > TAKE_OFF_TO_IN_AIR_PERIOD) {
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SET_STATE(State::InAir, "takeoff done");
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velocity += _jumpSpeed * _currentUp;
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_rigidBody->setLinearVelocity(velocity);
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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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SET_STATE(State::Ground, "collisionless above ground");
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break;
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case State::InAir: {
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if ((velocity.dot(_currentUp) <= (JUMP_SPEED / 2.0f)) && ((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport)) {
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SET_STATE(State::Ground, "hit ground");
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} else {
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SET_STATE(State::Hover, "collisionless in air");
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btVector3 desiredVelocity = _targetVelocity;
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if (desiredVelocity.length2() < MIN_TARGET_SPEED_SQUARED) {
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desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
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}
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bool vertTargetSpeedIsNonZero = desiredVelocity.dot(_currentUp) > MIN_TARGET_SPEED;
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if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (_takeoffJumpButtonID != _jumpButtonDownCount)) {
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SET_STATE(State::Hover, "double jump button");
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} else if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (now - _jumpButtonDownStartTime) > JUMP_TO_HOVER_PERIOD) {
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SET_STATE(State::Hover, "jump button held");
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}
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}
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break;
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}
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case State::Hover:
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btVector3 actualHorizVelocity = velocity - velocity.dot(_currentUp) * _currentUp;
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const btScalar MAX_WALKING_SPEED = 2.5f;
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bool flyingFast = _state == State::Hover && actualHorizVelocity.length() > (MAX_WALKING_SPEED * 0.75f);
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if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
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SET_STATE(State::InAir, "near ground");
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} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
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SET_STATE(State::Ground, "touching ground");
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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 only between Ground and Hover states
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if (rayHasHit) {
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SET_STATE(State::Ground, "collisionless above ground");
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} else {
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SET_STATE(State::Hover, "collisionless in air");
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}
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}
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}
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void CharacterController::preSimulation() {
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if (_dynamicsWorld) {
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// slam body transform and remember velocity
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_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
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_preSimulationVelocity = _rigidBody->getLinearVelocity();
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updateState();
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}
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_previousFlags = _pendingFlags;
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@ -702,13 +707,9 @@ void CharacterController::preSimulation() {
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}
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void CharacterController::postSimulation() {
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// postSimulation() exists for symmetry and just in case we need to do something here later
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btVector3 velocity = _rigidBody->getLinearVelocity();
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_velocityChange = velocity - _preSimulationVelocity;
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_velocityChange = _rigidBody->getLinearVelocity() - _preSimulationVelocity;
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}
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bool CharacterController::getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
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if (!_rigidBody) {
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return false;
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@ -109,6 +109,7 @@ public:
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};
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State getState() const { return _state; }
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void updateState();
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void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
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