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jumping and hovering works with dynamic controller
This commit is contained in:
parent
e2ea940249
commit
b5f0c57dd1
4 changed files with 206 additions and 98 deletions
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@ -1116,7 +1116,7 @@ void MyAvatar::updateOrientation(float deltaTime) {
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}
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glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVelocity, bool hasFloor) {
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glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVelocity, bool isHovering) {
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if (! (_motionBehaviors & AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED)) {
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return localVelocity;
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}
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@ -1137,7 +1137,7 @@ glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVe
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if (_isPushing || isThrust ||
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(_scriptedMotorTimescale < MAX_KEYBOARD_MOTOR_TIMESCALE &&
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_motionBehaviors | AVATAR_MOTION_SCRIPTED_MOTOR_ENABLED)) {
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// we don't want to break if anything is pushing the avatar around
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// we don't want to brake if something is pushing the avatar around
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timescale = _keyboardMotorTimescale;
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_isBraking = false;
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} else {
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@ -1168,14 +1168,8 @@ glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVe
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if (directionLength > EPSILON) {
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direction /= directionLength;
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if (hasFloor) {
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// we're walking --> simple exponential decay toward target walk speed
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const float WALK_ACCELERATION_TIMESCALE = 0.7f; // seconds to decrease delta to 1/e
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_keyboardMotorVelocity = MAX_WALKING_SPEED * direction;
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motorEfficiency = glm::clamp(deltaTime / WALK_ACCELERATION_TIMESCALE, 0.0f, 1.0f);
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} else {
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// we're flying --> more complex curve
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if (isHovering) {
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// we're flying --> complex acceleration curve with high max speed
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float motorSpeed = glm::length(_keyboardMotorVelocity);
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float finalMaxMotorSpeed = _scale * MAX_KEYBOARD_MOTOR_SPEED;
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float speedGrowthTimescale = 2.0f;
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@ -1191,6 +1185,12 @@ glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVe
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motorSpeed = finalMaxMotorSpeed;
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}
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_keyboardMotorVelocity = motorSpeed * direction;
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} else {
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// we're using a floor --> simple exponential decay toward target walk speed
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const float WALK_ACCELERATION_TIMESCALE = 0.7f; // seconds to decrease delta to 1/e
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_keyboardMotorVelocity = MAX_WALKING_SPEED * direction;
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motorEfficiency = glm::clamp(deltaTime / WALK_ACCELERATION_TIMESCALE, 0.0f, 1.0f);
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}
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_isPushing = true;
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}
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@ -1198,7 +1198,7 @@ glm::vec3 MyAvatar::applyKeyboardMotor(float deltaTime, const glm::vec3& localVe
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} else {
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_keyboardMotorVelocity = glm::vec3(0.0f);
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newLocalVelocity = (1.0f - motorEfficiency) * localVelocity;
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if (hasFloor && !_wasPushing) {
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if (!isHovering && !_wasPushing) {
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float speed = glm::length(newLocalVelocity);
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if (speed > MIN_AVATAR_SPEED) {
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// add small constant friction to help avatar drift to a stop sooner at low speeds
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@ -1238,8 +1238,8 @@ void MyAvatar::updatePosition(float deltaTime) {
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glm::quat rotation = getHead()->getCameraOrientation();
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glm::vec3 localVelocity = glm::inverse(rotation) * _velocity;
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bool isOnGround = _characterController.onGround();
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glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, isOnGround);
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bool isHovering = _characterController.isHovering();
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glm::vec3 newLocalVelocity = applyKeyboardMotor(deltaTime, localVelocity, isHovering);
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newLocalVelocity = applyScriptedMotor(deltaTime, newLocalVelocity);
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// rotate back into world-frame
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@ -224,7 +224,7 @@ private:
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// private methods
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void updateOrientation(float deltaTime);
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glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool walkingOnFloor);
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glm::vec3 applyKeyboardMotor(float deltaTime, const glm::vec3& velocity, bool isHovering);
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glm::vec3 applyScriptedMotor(float deltaTime, const glm::vec3& velocity);
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void updatePosition(float deltaTime);
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void updateCollisionSound(const glm::vec3& penetration, float deltaTime, float frequency);
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@ -7,18 +7,41 @@
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#include "DynamicCharacterController.h"
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const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
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const float DEFAULT_GRAVITY = 5.0f;
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const float DEFAULT_GRAVITY = -5.0f;
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const float TERMINAL_VELOCITY = 55.0f;
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const float JUMP_SPEED = 3.5f;
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const float MAX_FALL_HEIGHT = 20.0f;
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const float MIN_HOVER_HEIGHT = 3.0f;
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const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
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const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
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const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2;
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const uint32_t PENDING_FLAG_JUMP = 1U << 3;
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// TODO: improve walking up steps
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// TODO: make avatars able to walk up and down steps/slopes
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// TODO: make avatars stand on steep slope
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// TODO: make avatars not snag on low ceilings
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// helper class for simple ray-traces from character
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class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback {
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public:
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ClosestNotMe(btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)) {
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_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) {
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if (rayResult.m_collisionObject == _me) {
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return 1.0f;
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}
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return ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace
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);
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}
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protected:
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btRigidBody* _me;
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};
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DynamicCharacterController::DynamicCharacterController(AvatarData* avatarData) {
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_rayLambda[0] = 1.0f;
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_rayLambda[1] = 1.0f;
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_halfHeight = 1.0f;
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_shape = NULL;
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_rigidBody = NULL;
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@ -28,11 +51,15 @@ DynamicCharacterController::DynamicCharacterController(AvatarData* avatarData) {
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_enabled = false;
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_floorDistance = MAX_FALL_HEIGHT;
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_walkVelocity.setValue(0.0f,0.0f,0.0f);
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_jumpSpeed = JUMP_SPEED;
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_isOnGround = false;
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_isJumping = false;
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_isFalling = false;
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_isHovering = true;
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_jumpToHoverStart = 0;
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_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
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updateShapeIfNecessary();
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@ -43,100 +70,127 @@ DynamicCharacterController::~DynamicCharacterController() {
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// virtual
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void DynamicCharacterController::setWalkDirection(const btVector3& walkDirection) {
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_walkVelocity = walkDirection;
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// do nothing -- walkVelocity is upated in preSimulation()
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//_walkVelocity = walkDirection;
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}
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void DynamicCharacterController::preStep(btCollisionWorld* collisionWorld) {
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const btTransform& xform = _rigidBody->getCenterOfMassTransform();
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// trace a ray straight down to see if we're standing on the ground
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const btTransform& xform = _rigidBody->getWorldTransform();
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btVector3 down = -xform.getBasis()[1];
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btVector3 forward = xform.getBasis()[2];
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down.normalize();
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forward.normalize();
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// rayStart is at center of bottom sphere
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btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp;
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_raySource[0] = xform.getOrigin();
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_raySource[1] = xform.getOrigin();
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_rayTarget[0] = _raySource[0] + down * _halfHeight * btScalar(1.1f);
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_rayTarget[1] = _raySource[1] + forward * _halfHeight * btScalar(1.1f);
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class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback {
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public:
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ClosestNotMe(btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0f, 0.0f, 0.0f), btVector3(0.0f, 0.0f, 0.0f)) {
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_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) {
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if (rayResult.m_collisionObject == _me)
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return 1.0f;
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return ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace
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);
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}
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protected:
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btRigidBody* _me;
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};
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// rayEnd is some short distance outside bottom sphere
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const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
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btScalar rayLength = _radius + FLOOR_PROXIMITY_THRESHOLD;
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btVector3 rayEnd = rayStart - rayLength * _currentUp;
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// scan down for nearby floor
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ClosestNotMe rayCallback(_rigidBody);
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int i = 0;
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for (i = 0; i < 2; i++) {
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rayCallback.m_closestHitFraction = 1.0f;
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collisionWorld->rayTest(_raySource[i], _rayTarget[i], rayCallback);
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if (rayCallback.hasHit()) {
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_rayLambda[i] = rayCallback.m_closestHitFraction;
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} else {
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_rayLambda[i] = 1.0f;
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}
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rayCallback.m_closestHitFraction = 1.0f;
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collisionWorld->rayTest(rayStart, rayEnd, rayCallback);
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if (rayCallback.hasHit()) {
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
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}
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}
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void DynamicCharacterController::playerStep(btCollisionWorld* dynaWorld,btScalar dt) {
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btVector3 currentVelocity = _rigidBody->getLinearVelocity();
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btScalar currentSpeed = currentVelocity.length();
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btVector3 actualVelocity = _rigidBody->getLinearVelocity();
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btScalar actualSpeed = actualVelocity.length();
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btVector3 desiredVelocity = _walkVelocity;
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btScalar desiredSpeed = desiredVelocity.length();
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const btScalar MIN_SPEED = 0.001f;
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if (desiredSpeed < MIN_SPEED) {
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if (currentSpeed < MIN_SPEED) {
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_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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if (_isHovering) {
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if (desiredSpeed < MIN_SPEED) {
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if (actualSpeed < MIN_SPEED) {
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_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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const btScalar HOVER_BRAKING_TIMESCALE = 0.1f;
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btScalar tau = glm::max(dt / HOVER_BRAKING_TIMESCALE, 1.0f);
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_rigidBody->setLinearVelocity((1.0f - tau) * actualVelocity);
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}
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} else {
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const btScalar BRAKING_TIMESCALE = 0.2f;
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btScalar tau = dt / BRAKING_TIMESCALE;
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_rigidBody->setLinearVelocity((1.0f - tau) * currentVelocity);
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const btScalar HOVER_ACCELERATION_TIMESCALE = 0.1f;
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btScalar tau = dt / HOVER_ACCELERATION_TIMESCALE;
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_rigidBody->setLinearVelocity(actualVelocity - tau * (actualVelocity - desiredVelocity));
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}
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} else {
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const btScalar WALKING_TIMESCALE = 0.5f;
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btScalar tau = dt / WALKING_TIMESCALE;
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if (onGround()) {
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// walking on ground
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if (desiredSpeed < MIN_SPEED) {
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if (actualSpeed < MIN_SPEED) {
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_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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const btScalar HOVER_BRAKING_TIMESCALE = 0.1f;
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btScalar tau = dt / HOVER_BRAKING_TIMESCALE;
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_rigidBody->setLinearVelocity((1.0f - tau) * actualVelocity);
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}
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} else {
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// TODO: modify desiredVelocity using floor normal
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const btScalar WALK_ACCELERATION_TIMESCALE = 0.1f;
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btScalar tau = dt / WALK_ACCELERATION_TIMESCALE;
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btVector3 velocityCorrection = tau * (desiredVelocity - actualVelocity);
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// subtract vertical component
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velocityCorrection -= velocityCorrection.dot(_currentUp) * _currentUp;
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_rigidBody->setLinearVelocity(actualVelocity + velocityCorrection);
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}
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} else {
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// falling or jumping
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const btScalar FALL_ACCELERATION_TIMESCALE = 2.0f;
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btScalar tau = dt / FALL_ACCELERATION_TIMESCALE;
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btVector3 velocityCorrection = tau * (desiredVelocity - actualVelocity);
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// subtract vertical component
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desiredVelocity = desiredVelocity - desiredVelocity.dot(_currentUp) * _currentUp;
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}
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_rigidBody->setLinearVelocity(currentVelocity - tau * (currentVelocity - desiredVelocity));
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velocityCorrection -= velocityCorrection.dot(_currentUp) * _currentUp;
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_rigidBody->setLinearVelocity(actualVelocity + velocityCorrection);
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}
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}
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}
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bool DynamicCharacterController::canJump() const {
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return onGround();
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return onGround() && !_isJumping;
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}
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void DynamicCharacterController::jump() {
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/*
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if (!canJump()) {
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return;
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}
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_pendingFlags |= PENDING_FLAG_JUMP;
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btTransform xform = _rigidBody->getCenterOfMassTransform();
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btVector3 up = xform.getBasis()[1];
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up.normalize();
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btScalar magnitude = (btScalar(1.0)/_rigidBody->getInvMass()) * btScalar(8.0);
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_rigidBody->applyCentralImpulse(up * magnitude);
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*/
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// check for case where user is holding down "jump" key...
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// we'll eventually tansition to "hover"
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if (!_isHovering) {
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if (!_isJumping) {
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_jumpToHoverStart = usecTimestampNow();
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} else {
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quint64 now = usecTimestampNow();
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const quint64 JUMP_TO_HOVER_PERIOD = USECS_PER_SECOND;
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if (now - _jumpToHoverStart > JUMP_TO_HOVER_PERIOD) {
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_isHovering = true;
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}
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}
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}
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}
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bool DynamicCharacterController::onGround() const {
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return _rayLambda[0] < btScalar(1.0);
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const btScalar FLOOR_PROXIMITY_THRESHOLD = 0.3f * _radius;
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return _floorDistance < FLOOR_PROXIMITY_THRESHOLD;
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}
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void DynamicCharacterController::setHovering(bool hover) {
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if (hover != _isHovering) {
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_isHovering = hover;
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_isJumping = false;
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if (_rigidBody) {
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if (hover) {
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_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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_rigidBody->setGravity(DEFAULT_GRAVITY * _currentUp);
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}
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btVector3 g = _rigidBody->getGravity();
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}
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}
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}
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void DynamicCharacterController::setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale) {
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@ -186,7 +240,7 @@ void DynamicCharacterController::setEnabled(bool enabled) {
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// Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
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// Setting the ADD bit here works for all cases so we don't even bother checking other bits.
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_pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
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_isHovering = true;
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setHovering(true);
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} else {
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if (_dynamicsWorld) {
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_pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
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@ -262,6 +316,11 @@ void DynamicCharacterController::updateShapeIfNecessary() {
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_rigidBody->setAngularFactor (0.0f);
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_rigidBody->setWorldTransform(btTransform(glmToBullet(_avatarData->getOrientation()),
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glmToBullet(_avatarData->getPosition())));
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if (_isHovering) {
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_rigidBody->setGravity(btVector3(0.0f, 0.0f, 0.0f));
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} else {
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_rigidBody->setGravity(DEFAULT_GRAVITY * _currentUp);
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}
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//_rigidBody->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
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} else {
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// TODO: handle this failure case
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@ -269,36 +328,78 @@ void DynamicCharacterController::updateShapeIfNecessary() {
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}
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}
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void DynamicCharacterController::updateUpAxis(const glm::quat& rotation) {
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btVector3 oldUp = _currentUp;
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_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
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if (!_isHovering) {
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const btScalar MIN_UP_ERROR = 0.01f;
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if (oldUp.distance(_currentUp) > MIN_UP_ERROR) {
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_rigidBody->setGravity(DEFAULT_GRAVITY * _currentUp);
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}
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}
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}
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void DynamicCharacterController::preSimulation(btScalar timeStep) {
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if (_enabled && _dynamicsWorld) {
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glm::quat rotation = _avatarData->getOrientation();
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_currentUp = quatRotate(glmToBullet(rotation), LOCAL_UP_AXIS);
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// TODO: update gravity if up has changed
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updateUpAxis(rotation);
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glm::vec3 position = _avatarData->getPosition() + rotation * _shapeLocalOffset;
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// TODO: get intended WALK velocity from _avatarData, not its actual velocity
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btVector3 walkVelocity = glmToBullet(_avatarData->getVelocity());
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_rigidBody->setWorldTransform(btTransform(glmToBullet(rotation), glmToBullet(position)));
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_rigidBody->setLinearVelocity(walkVelocity);
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// the rotation is dictated by AvatarData
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btTransform xform = _rigidBody->getWorldTransform();
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xform.setRotation(glmToBullet(rotation));
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_rigidBody->setWorldTransform(xform);
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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 = xform.getOrigin() - _halfHeight * _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;
|
||||
|
||||
ClosestNotMe rayCallback(_rigidBody);
|
||||
rayCallback.m_closestHitFraction = 1.0f;
|
||||
_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
|
||||
if (rayCallback.hasHit()) {
|
||||
_floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
|
||||
const btScalar MIN_HOVER_HEIGHT = 3.0f;
|
||||
if (_isHovering && _floorDistance < MIN_HOVER_HEIGHT) {
|
||||
setHovering(false);
|
||||
}
|
||||
// TODO: use collision events rather than ray-trace test to disable jumping
|
||||
const btScalar JUMP_PROXIMITY_THRESHOLD = 0.1f * _radius;
|
||||
if (_floorDistance < JUMP_PROXIMITY_THRESHOLD) {
|
||||
_isJumping = false;
|
||||
}
|
||||
} else {
|
||||
_floorDistance = FLT_MAX;
|
||||
setHovering(true);
|
||||
}
|
||||
|
||||
_walkVelocity = glmToBullet(_avatarData->getVelocity());
|
||||
|
||||
if (_pendingFlags & PENDING_FLAG_JUMP) {
|
||||
_pendingFlags &= ~ PENDING_FLAG_JUMP;
|
||||
if (canJump()) {
|
||||
// TODO: make jump work
|
||||
//_verticalVelocity = _jumpSpeed;
|
||||
_isJumping = true;
|
||||
btVector3 velocity = _rigidBody->getLinearVelocity();
|
||||
velocity += _jumpSpeed * _currentUp;
|
||||
_rigidBody->setLinearVelocity(velocity);
|
||||
}
|
||||
}
|
||||
|
||||
// the rotation is determined by AvatarData
|
||||
btTransform xform = _rigidBody->getCenterOfMassTransform();
|
||||
xform.setRotation(glmToBullet(rotation));
|
||||
_rigidBody->setCenterOfMassTransform(xform);
|
||||
}
|
||||
}
|
||||
|
||||
void DynamicCharacterController::postSimulation() {
|
||||
if (_enabled && _rigidBody) {
|
||||
const btTransform& avatarTransform = _rigidBody->getCenterOfMassTransform();
|
||||
const btTransform& avatarTransform = _rigidBody->getWorldTransform();
|
||||
glm::quat rotation = bulletToGLM(avatarTransform.getRotation());
|
||||
glm::vec3 position = bulletToGLM(avatarTransform.getOrigin());
|
||||
|
||||
|
|
|
@ -10,6 +10,8 @@ class btCollisionShape;
|
|||
class btRigidBody;
|
||||
class btCollisionWorld;
|
||||
|
||||
const int NUM_CHARACTER_CONTROLLER_RAYS = 2;
|
||||
|
||||
///DynamicCharacterController is obsolete/unsupported at the moment
|
||||
class DynamicCharacterController : public btCharacterControllerInterface
|
||||
{
|
||||
|
@ -20,13 +22,11 @@ protected:
|
|||
btRigidBody* _rigidBody;
|
||||
|
||||
btVector3 _currentUp;
|
||||
btVector3 _raySource[2];
|
||||
btVector3 _rayTarget[2];
|
||||
btScalar _rayLambda[2];
|
||||
btVector3 _rayNormal[2];
|
||||
|
||||
btScalar _floorDistance;
|
||||
|
||||
btVector3 _walkVelocity;
|
||||
//btScalar _turnVelocity;
|
||||
btScalar _gravity;
|
||||
|
||||
glm::vec3 _shapeLocalOffset;
|
||||
glm::vec3 _boxScale; // used to compute capsule shape
|
||||
|
@ -35,7 +35,9 @@ protected:
|
|||
bool _enabled;
|
||||
bool _isOnGround;
|
||||
bool _isJumping;
|
||||
bool _isFalling;
|
||||
bool _isHovering;
|
||||
quint64 _jumpToHoverStart;
|
||||
uint32_t _pendingFlags;
|
||||
|
||||
btDynamicsWorld* _dynamicsWorld = NULL;
|
||||
|
@ -69,6 +71,8 @@ public:
|
|||
virtual bool canJump() const;
|
||||
virtual void jump();
|
||||
virtual bool onGround() const;
|
||||
bool isHovering() const { return _isHovering; }
|
||||
void setHovering(bool enabled);
|
||||
|
||||
bool needsRemoval() const;
|
||||
bool needsAddition() const;
|
||||
|
@ -82,6 +86,9 @@ public:
|
|||
|
||||
void preSimulation(btScalar timeStep);
|
||||
void postSimulation();
|
||||
|
||||
protected:
|
||||
void updateUpAxis(const glm::quat& rotation);
|
||||
};
|
||||
|
||||
#endif // hifi_DynamicCharacterController_h
|
||||
|
|
Loading…
Reference in a new issue