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prevent avatar from getting trapped in voxels
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parent
8ec493e85b
commit
b92bbafc26
2 changed files with 35 additions and 46 deletions
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@ -21,6 +21,7 @@
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#include <QtCore/QTimer>
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#include <AccountManager.h>
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#include <GeometryUtil.h>
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#include <NodeList.h>
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#include <PacketHeaders.h>
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#include <SharedUtil.h>
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@ -63,6 +64,7 @@ MyAvatar::MyAvatar() :
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_distanceToNearestAvatar(std::numeric_limits<float>::max()),
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_wasPushing(false),
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_isPushing(false),
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_wasStuck(false),
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_thrust(0.0f),
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_motorVelocity(0.0f),
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_motorTimescale(DEFAULT_MOTOR_TIMESCALE),
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@ -212,6 +214,8 @@ void MyAvatar::simulate(float deltaTime) {
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}
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if (_collisionGroups & COLLISION_GROUP_VOXELS) {
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updateCollisionWithVoxels(deltaTime, radius);
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} else {
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_wasStuck = false;
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}
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if (_collisionGroups & COLLISION_GROUP_AVATARS) {
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updateCollisionWithAvatars(deltaTime);
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@ -958,65 +962,49 @@ void MyAvatar::updateCollisionWithEnvironment(float deltaTime, float radius) {
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static CollisionList myCollisions(64);
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void MyAvatar::updateCollisionWithVoxels(float deltaTime, float radius) {
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const float MIN_STUCK_SPEED = 100.0f;
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float speed = glm::length(_velocity);
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if (speed > MIN_STUCK_SPEED) {
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// don't even bother to try to collide against voxles when moving very fast
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return;
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}
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myCollisions.clear();
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const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
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if (Application::getInstance()->getVoxelTree()->findShapeCollisions(&boundingShape, myCollisions)) {
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const float VOXEL_ELASTICITY = 0.0f;
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const float VOXEL_DAMPING = 0.0f;
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float capsuleRadius = boundingShape.getRadius();
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if (glm::length2(_gravity) > EPSILON) {
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if (myCollisions.size() == 1) {
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// trivial case
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CollisionInfo* collision = myCollisions[0];
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applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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_lastFloorContactPoint = collision->_contactPoint - collision->_penetration;
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} else {
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// This is special collision handling for when walking on a voxel field which
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// prevents snagging at corners and seams.
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// sift through the collisions looking for one against the "floor"
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int floorIndex = 0;
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float distanceToFloor = 0.0f;
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float penetrationWithFloor = 0.0f;
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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float distance = glm::dot(_gravity, collision->_contactPoint - _position);
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if (distance > distanceToFloor) {
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distanceToFloor = distance;
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penetrationWithFloor = glm::dot(_gravity, collision->_penetration);
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floorIndex = i;
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}
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}
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// step through the collisions again and apply each that is not redundant
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glm::vec3 oldPosition = _position;
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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if (i == floorIndex) {
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applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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_lastFloorContactPoint = collision->_contactPoint - collision->_penetration;
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} else {
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float distance = glm::dot(_gravity, collision->_contactPoint - oldPosition);
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float penetration = glm::dot(_gravity, collision->_penetration);
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if (fabsf(distance - distanceToFloor) > penetrationWithFloor || penetration > penetrationWithFloor) {
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// resolution of the deepest penetration would not resolve this one
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// so we apply the collision
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applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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glm::vec3 totalPenetration(0.0f);
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bool isStuck = false;
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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float depth = glm::length(collision->_penetration);
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if (depth > capsuleRadius) {
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isStuck = true;
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if (_wasStuck) {
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glm::vec3 cubeCenter = collision->_vecData;
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float cubeSide = collision->_floatData;
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float distance = glm::dot(boundingShape.getPosition() - cubeCenter, _worldUpDirection);
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if (distance < 0.0f) {
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distance = fabsf(distance) + 0.5f * cubeSide;
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}
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distance += capsuleRadius + boundingShape.getHalfHeight();
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totalPenetration = addPenetrations(totalPenetration, - distance * _worldUpDirection);
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} else {
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totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
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}
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}
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} else {
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// no gravity -- apply all collisions
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for (int i = 0; i < myCollisions.size(); ++i) {
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CollisionInfo* collision = myCollisions[i];
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applyHardCollision(collision->_penetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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}
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totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
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}
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applyHardCollision(totalPenetration, VOXEL_ELASTICITY, VOXEL_DAMPING);
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_wasStuck = isStuck;
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const float VOXEL_COLLISION_FREQUENCY = 0.5f;
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updateCollisionSound(myCollisions[0]->_penetration, deltaTime, VOXEL_COLLISION_FREQUENCY);
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}
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} else {
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_wasStuck = false;
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}
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}
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void MyAvatar::applyHardCollision(const glm::vec3& penetration, float elasticity, float damping) {
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@ -125,6 +125,7 @@ private:
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bool _wasPushing;
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bool _isPushing;
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bool _wasStuck;
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glm::vec3 _thrust; // final acceleration from outside sources for the current frame
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glm::vec3 _motorVelocity; // intended velocity of avatar motion
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