mirror of
https://github.com/overte-org/overte.git
synced 2025-08-07 16:30:39 +02:00
move code into CharacterController::updateState()
This commit is contained in:
parent
8dd5c9b92b
commit
a8af8d6027
2 changed files with 100 additions and 98 deletions
|
@ -581,14 +581,12 @@ void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
|
|||
velocity = bulletToGLM(btVelocity);
|
||||
}
|
||||
|
||||
void CharacterController::preSimulation() {
|
||||
if (_dynamicsWorld) {
|
||||
quint64 now = usecTimestampNow();
|
||||
|
||||
// slam body transform
|
||||
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
|
||||
btVector3 velocity = _rigidBody->getLinearVelocity();
|
||||
_preSimulationVelocity = velocity;
|
||||
void CharacterController::updateState() {
|
||||
const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
|
||||
const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
|
||||
const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
|
||||
const btScalar MIN_HOVER_HEIGHT = 2.5f;
|
||||
const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
|
||||
|
||||
// scan for distant floor
|
||||
// rayStart is at center of bottom sphere
|
||||
|
@ -598,28 +596,25 @@ void CharacterController::preSimulation() {
|
|||
btScalar rayLength = _radius + MAX_FALL_HEIGHT;
|
||||
btVector3 rayEnd = rayStart - rayLength * _currentUp;
|
||||
|
||||
const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
|
||||
const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
|
||||
const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
|
||||
const btScalar MIN_HOVER_HEIGHT = 2.5f;
|
||||
const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
|
||||
const btScalar MAX_WALKING_SPEED = 2.5f;
|
||||
const quint64 RAY_HIT_START_PERIOD = 500 * MSECS_PER_SECOND;
|
||||
|
||||
ClosestNotMe rayCallback(_rigidBody);
|
||||
rayCallback.m_closestHitFraction = 1.0f;
|
||||
_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
|
||||
bool rayHasHit = rayCallback.hasHit();
|
||||
quint64 now = usecTimestampNow();
|
||||
if (rayHasHit) {
|
||||
_rayHitStartTime = now;
|
||||
_floorDistance = rayLength * rayCallback.m_closestHitFraction - (_radius + _halfHeight);
|
||||
} else if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
|
||||
} else {
|
||||
const quint64 RAY_HIT_START_PERIOD = 500 * MSECS_PER_SECOND;
|
||||
if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
|
||||
rayHasHit = true;
|
||||
} else {
|
||||
_floorDistance = FLT_MAX;
|
||||
}
|
||||
}
|
||||
|
||||
// record a time stamp when the jump button was first pressed.
|
||||
bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
|
||||
if ((_previousFlags & PENDING_FLAG_JUMP) != (_pendingFlags & PENDING_FLAG_JUMP)) {
|
||||
if (_pendingFlags & PENDING_FLAG_JUMP) {
|
||||
_jumpButtonDownStartTime = now;
|
||||
|
@ -627,10 +622,7 @@ void CharacterController::preSimulation() {
|
|||
}
|
||||
}
|
||||
|
||||
bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
|
||||
|
||||
btVector3 actualHorizVelocity = velocity - velocity.dot(_currentUp) * _currentUp;
|
||||
bool flyingFast = _state == State::Hover && actualHorizVelocity.length() > (MAX_WALKING_SPEED * 0.75f);
|
||||
btVector3 velocity = _preSimulationVelocity;
|
||||
|
||||
// OUTOFBODY_HACK -- disable normal state transitions while collisionless
|
||||
if (_collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
|
||||
|
@ -673,6 +665,10 @@ void CharacterController::preSimulation() {
|
|||
break;
|
||||
}
|
||||
case State::Hover:
|
||||
btVector3 actualHorizVelocity = velocity - velocity.dot(_currentUp) * _currentUp;
|
||||
const btScalar MAX_WALKING_SPEED = 2.5f;
|
||||
bool flyingFast = _state == State::Hover && actualHorizVelocity.length() > (MAX_WALKING_SPEED * 0.75f);
|
||||
|
||||
if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
|
||||
SET_STATE(State::InAir, "near ground");
|
||||
} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
|
||||
|
@ -684,7 +680,7 @@ void CharacterController::preSimulation() {
|
|||
SET_STATE(State::Hover, "kinematic motion"); // HACK
|
||||
}
|
||||
} else {
|
||||
// OUTOFBODY_HACK -- in collisionless state switch between Ground and Hover states
|
||||
// OUTOFBODY_HACK -- in collisionless state switch only between Ground and Hover states
|
||||
if (rayHasHit) {
|
||||
SET_STATE(State::Ground, "collisionless above ground");
|
||||
} else {
|
||||
|
@ -693,6 +689,15 @@ void CharacterController::preSimulation() {
|
|||
}
|
||||
}
|
||||
|
||||
void CharacterController::preSimulation() {
|
||||
if (_dynamicsWorld) {
|
||||
// slam body transform and remember velocity
|
||||
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
|
||||
_preSimulationVelocity = _rigidBody->getLinearVelocity();
|
||||
|
||||
updateState();
|
||||
}
|
||||
|
||||
_previousFlags = _pendingFlags;
|
||||
_pendingFlags &= ~PENDING_FLAG_JUMP;
|
||||
|
||||
|
@ -702,13 +707,9 @@ void CharacterController::preSimulation() {
|
|||
}
|
||||
|
||||
void CharacterController::postSimulation() {
|
||||
// postSimulation() exists for symmetry and just in case we need to do something here later
|
||||
|
||||
btVector3 velocity = _rigidBody->getLinearVelocity();
|
||||
_velocityChange = velocity - _preSimulationVelocity;
|
||||
_velocityChange = _rigidBody->getLinearVelocity() - _preSimulationVelocity;
|
||||
}
|
||||
|
||||
|
||||
bool CharacterController::getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
|
||||
if (!_rigidBody) {
|
||||
return false;
|
||||
|
|
|
@ -109,6 +109,7 @@ public:
|
|||
};
|
||||
|
||||
State getState() const { return _state; }
|
||||
void updateState();
|
||||
|
||||
void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
|
||||
|
||||
|
|
Loading…
Reference in a new issue