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out-of-body with reduced recovery speeds
This commit is contained in:
parent
a40a9f1d73
commit
bc56df0be1
4 changed files with 98 additions and 118 deletions
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@ -416,10 +416,6 @@ void MyAvatar::simulate(float deltaTime) {
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updatePosition(deltaTime);
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}
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// update sensorToWorldMatrix for camera and hand controllers
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// before we perform rig animations and IK.
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updateSensorToWorldMatrix();
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{
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PerformanceTimer perfTimer("skeleton");
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_skeletonModel->simulate(deltaTime);
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@ -1305,9 +1301,10 @@ void MyAvatar::prepareForPhysicsSimulation() {
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_characterController.setPositionAndOrientation(getPosition(), getOrientation());
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if (qApp->isHMDMode()) {
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_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix, hasDriveInput());
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_follow.prePhysicsUpdate(*this, deriveBodyFromHMDSensor(), _bodySensorMatrix);
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} else {
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_follow.deactivate();
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getCharacterController()->disableFollow();
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}
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}
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@ -1318,7 +1315,10 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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_characterController.getPositionAndOrientation(position, orientation);
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}
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nextAttitude(position, orientation);
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_bodySensorMatrix = _follow.postPhysicsUpdate(*this, _bodySensorMatrix);
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// compute new _bodyToSensorMatrix
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glm::mat4 bodyToWorldMatrix = createMatFromQuatAndPos(orientation, position);
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_bodySensorMatrix = glm::inverse(_sensorToWorldMatrix) * bodyToWorldMatrix;
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if (_characterController.isEnabledAndReady()) {
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setVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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@ -2050,64 +2050,47 @@ MyAvatar::FollowHelper::FollowHelper() {
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}
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void MyAvatar::FollowHelper::deactivate() {
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for (int i = 0; i < NumFollowTypes; i++) {
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deactivate((FollowType)i);
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}
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_activeBits = 0;
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}
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void MyAvatar::FollowHelper::deactivate(FollowType type) {
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assert(type >= 0 && type < NumFollowTypes);
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_timeRemaining[(int)type] = 0.0f;
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_activeBits &= ~(uint8_t)(0x01 << (int)type);
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}
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void MyAvatar::FollowHelper::activate(FollowType type) {
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assert(type >= 0 && type < NumFollowTypes);
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// TODO: Perhaps, the follow time should be proportional to the displacement.
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_timeRemaining[(int)type] = FOLLOW_TIME;
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_activeBits |= (uint8_t)(0x01 << (int)type);
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}
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bool MyAvatar::FollowHelper::isActive(FollowType type) const {
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assert(type >= 0 && type < NumFollowTypes);
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return _timeRemaining[(int)type] > 0.0f;
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return (bool)(_activeBits & (uint8_t)(0x01 << (int)type));
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}
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bool MyAvatar::FollowHelper::isActive() const {
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for (int i = 0; i < NumFollowTypes; i++) {
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if (isActive((FollowType)i)) {
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return true;
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}
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}
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return false;
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return (bool)_activeBits;
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}
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float MyAvatar::FollowHelper::getMaxTimeRemaining() const {
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float max = 0.0f;
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for (int i = 0; i < NumFollowTypes; i++) {
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if (_timeRemaining[i] > max) {
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max = _timeRemaining[i];
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}
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}
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return max;
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}
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void MyAvatar::FollowHelper::decrementTimeRemaining(float dt) {
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for (int i = 0; i < NumFollowTypes; i++) {
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_timeRemaining[i] -= dt;
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}
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}
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bool MyAvatar::FollowHelper::shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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void MyAvatar::FollowHelper::updateRotationActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
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auto cameraMode = qApp->getCamera()->getMode();
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if (cameraMode == CAMERA_MODE_THIRD_PERSON) {
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return false;
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deactivate(Rotation);
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} else {
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const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f); // 30 degrees
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const float STOP_FOLLOW_ROTATION_THRESHOLD = 0.99f;
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glm::vec2 bodyFacing = getFacingDir2D(currentBodyMatrix);
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return glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD;
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if (isActive(Rotation)) {
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if (glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) > STOP_FOLLOW_ROTATION_THRESHOLD) {
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deactivate(Rotation);
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}
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} else if (glm::dot(myAvatar.getHMDSensorFacingMovingAverage(), bodyFacing) < FOLLOW_ROTATION_THRESHOLD) {
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activate(Rotation);
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}
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}
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}
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bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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void MyAvatar::FollowHelper::updateHorizontalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
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// -z axis of currentBodyMatrix in world space.
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glm::vec3 forward = glm::normalize(glm::vec3(-currentBodyMatrix[0][2], -currentBodyMatrix[1][2], -currentBodyMatrix[2][2]));
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@ -2116,85 +2099,74 @@ bool MyAvatar::FollowHelper::shouldActivateHorizontal(const MyAvatar& myAvatar,
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glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
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float forwardLeanAmount = glm::dot(forward, offset);
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float lateralLeanAmount = glm::dot(right, offset);
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float lateralLeanAmount = fabsf(glm::dot(right, offset));
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const float MAX_LATERAL_LEAN = 0.3f;
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const float MAX_FORWARD_LEAN = 0.15f;
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const float MAX_BACKWARD_LEAN = 0.1f;
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const float MIN_LEAN = 0.02f;
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if (forwardLeanAmount > 0 && forwardLeanAmount > MAX_FORWARD_LEAN) {
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return true;
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} else if (forwardLeanAmount < 0 && forwardLeanAmount < -MAX_BACKWARD_LEAN) {
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return true;
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if (isActive(Horizontal)) {
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if (fabsf(forwardLeanAmount) < MIN_LEAN && lateralLeanAmount < MIN_LEAN) {
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deactivate(Horizontal);
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}
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} else {
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if (forwardLeanAmount > MAX_FORWARD_LEAN ||
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forwardLeanAmount < -MAX_BACKWARD_LEAN ||
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lateralLeanAmount > MAX_LATERAL_LEAN) {
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activate(Horizontal);
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}
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}
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return fabs(lateralLeanAmount) > MAX_LATERAL_LEAN;
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}
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bool MyAvatar::FollowHelper::shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const {
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void MyAvatar::FollowHelper::updateVerticalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
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const float CYLINDER_TOP = 0.1f;
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const float CYLINDER_BOTTOM = -1.5f;
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const float MIN_VERTICAL_OFFSET = 0.02f;
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glm::vec3 offset = extractTranslation(desiredBodyMatrix) - extractTranslation(currentBodyMatrix);
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return (offset.y > CYLINDER_TOP) || (offset.y < CYLINDER_BOTTOM);
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if (isActive(Vertical)) {
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if (fabsf(offset.y) < MIN_VERTICAL_OFFSET) {
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deactivate(Vertical);
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}
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} else if (offset.y > CYLINDER_TOP || offset.y < CYLINDER_BOTTOM) {
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activate(Vertical);
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}
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}
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void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput) {
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void MyAvatar::FollowHelper::prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) {
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_desiredBodyMatrix = desiredBodyMatrix;
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if (myAvatar.getHMDLeanRecenterEnabled()) {
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if (!isActive(Rotation) && shouldActivateRotation(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
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activate(Rotation);
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updateRotationActivation(myAvatar, desiredBodyMatrix, currentBodyMatrix);
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updateHorizontalActivation(myAvatar, desiredBodyMatrix, currentBodyMatrix);
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updateVerticalActivation(myAvatar, desiredBodyMatrix, currentBodyMatrix);
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glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
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glm::mat4 currentWorldMatrix = createMatFromQuatAndPos(myAvatar.getOrientation(), myAvatar.getPosition());
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AnimPose followWorldPose(currentWorldMatrix);
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if (isActive(Rotation)) {
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followWorldPose.rot = glmExtractRotation(desiredWorldMatrix);
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}
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if (!isActive(Horizontal) && shouldActivateHorizontal(myAvatar, desiredBodyMatrix, currentBodyMatrix)) {
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activate(Horizontal);
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if (isActive(Horizontal)) {
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glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
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followWorldPose.trans.x = desiredTranslation.x;
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followWorldPose.trans.z = desiredTranslation.z;
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}
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if (!isActive(Vertical) && (shouldActivateVertical(myAvatar, desiredBodyMatrix, currentBodyMatrix) || hasDriveInput)) {
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activate(Vertical);
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if (isActive(Vertical)) {
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glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
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followWorldPose.trans.y = desiredTranslation.y;
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}
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}
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glm::mat4 desiredWorldMatrix = myAvatar.getSensorToWorldMatrix() * _desiredBodyMatrix;
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glm::mat4 currentWorldMatrix = myAvatar.getSensorToWorldMatrix() * currentBodyMatrix;
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AnimPose followWorldPose(currentWorldMatrix);
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if (isActive(Rotation)) {
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followWorldPose.rot = glmExtractRotation(desiredWorldMatrix);
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}
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if (isActive(Horizontal)) {
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glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
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followWorldPose.trans.x = desiredTranslation.x;
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followWorldPose.trans.z = desiredTranslation.z;
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}
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if (isActive(Vertical)) {
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glm::vec3 desiredTranslation = extractTranslation(desiredWorldMatrix);
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followWorldPose.trans.y = desiredTranslation.y;
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}
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myAvatar.getCharacterController()->setFollowParameters(followWorldPose, getMaxTimeRemaining());
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}
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glm::mat4 MyAvatar::FollowHelper::postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix) {
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if (isActive()) {
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float dt = myAvatar.getCharacterController()->getFollowTime();
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decrementTimeRemaining(dt);
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// apply follow displacement to the body matrix.
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glm::vec3 worldLinearDisplacement = myAvatar.getCharacterController()->getFollowLinearDisplacement();
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glm::quat worldAngularDisplacement = myAvatar.getCharacterController()->getFollowAngularDisplacement();
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glm::quat sensorToWorld = glmExtractRotation(myAvatar.getSensorToWorldMatrix());
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glm::quat worldToSensor = glm::inverse(sensorToWorld);
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glm::vec3 sensorLinearDisplacement = worldToSensor * worldLinearDisplacement;
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glm::quat sensorAngularDisplacement = worldToSensor * worldAngularDisplacement * sensorToWorld;
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glm::mat4 newBodyMat = createMatFromQuatAndPos(sensorAngularDisplacement * glmExtractRotation(currentBodyMatrix),
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sensorLinearDisplacement + extractTranslation(currentBodyMatrix));
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return newBodyMat;
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if (isActive()) {
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myAvatar.getCharacterController()->setFollowParameters(followWorldPose);
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} else {
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myAvatar.getCharacterController()->disableFollow();
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}
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} else {
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return currentBodyMatrix;
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deactivate();
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myAvatar.getCharacterController()->disableFollow();
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}
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}
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@ -442,7 +442,7 @@ private:
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NumFollowTypes
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};
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glm::mat4 _desiredBodyMatrix;
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float _timeRemaining[NumFollowTypes];
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uint8_t _activeBits;
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void deactivate();
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void deactivate(FollowType type);
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@ -450,13 +450,10 @@ private:
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void activate(FollowType type);
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bool isActive() const;
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bool isActive(FollowType followType) const;
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float getMaxTimeRemaining() const;
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void decrementTimeRemaining(float dt);
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bool shouldActivateRotation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
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bool shouldActivateVertical(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
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bool shouldActivateHorizontal(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix) const;
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void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix, bool hasDriveInput);
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glm::mat4 postPhysicsUpdate(const MyAvatar& myAvatar, const glm::mat4& currentBodyMatrix);
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void updateRotationActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix);
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void updateHorizontalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix);
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void updateVerticalActivation(const MyAvatar& myAvatar, const glm::mat4& desiredBodyMatrix, const glm::mat4& currentBodyMatrix);
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void prePhysicsUpdate(MyAvatar& myAvatar, const glm::mat4& bodySensorMatrix, const glm::mat4& currentBodyMatrix);
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};
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FollowHelper _follow;
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@ -70,7 +70,6 @@ CharacterController::CharacterController() {
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_targetVelocity.setValue(0.0f, 0.0f, 0.0f);
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_followDesiredBodyTransform.setIdentity();
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_followTimeRemaining = 0.0f;
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_jumpSpeed = JUMP_SPEED;
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_state = State::Hover;
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_isPushingUp = false;
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@ -199,16 +198,24 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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// Rather than add this velocity to velocity the RigidBody, we explicitly teleport the RigidBody towards its goal.
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// This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate().
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const float MINIMUM_TIME_REMAINING = 0.005f;
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const float MAX_DISPLACEMENT = 0.5f * _radius;
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_followTimeRemaining -= dt;
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if (_followTimeRemaining >= MINIMUM_TIME_REMAINING) {
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if (_following) {
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// HACK these copied form elsewhere
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const float NORMAL_WALKING_SPEED = 0.5f;
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const float FOLLOW_TIME = 0.8f;
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const float FOLLOW_ROTATION_THRESHOLD = cosf(PI / 6.0f);
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const float MAX_ANGULAR_SPEED = FOLLOW_ROTATION_THRESHOLD / FOLLOW_TIME;
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btTransform bodyTransform = _rigidBody->getWorldTransform();
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btVector3 startPos = bodyTransform.getOrigin();
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btVector3 deltaPos = _followDesiredBodyTransform.getOrigin() - startPos;
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btVector3 vel = deltaPos / _followTimeRemaining;
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btVector3 linearDisplacement = clampLength(vel * dt, MAX_DISPLACEMENT); // clamp displacement to prevent tunneling.
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btVector3 vel = deltaPos * (0.5f / dt);
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btScalar speed = vel.length();
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if (speed > NORMAL_WALKING_SPEED) {
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vel *= NORMAL_WALKING_SPEED / speed;
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}
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btVector3 linearDisplacement = vel * dt;
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btVector3 endPos = startPos + linearDisplacement;
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btQuaternion startRot = bodyTransform.getRotation();
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@ -216,7 +223,10 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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glm::vec2 currentRight(currentFacing.y, -currentFacing.x);
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glm::vec2 desiredFacing = getFacingDir2D(bulletToGLM(_followDesiredBodyTransform.getRotation()));
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float deltaAngle = acosf(glm::clamp(glm::dot(currentFacing, desiredFacing), -1.0f, 1.0f));
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float angularSpeed = deltaAngle / _followTimeRemaining;
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float angularSpeed = 0.5f * deltaAngle / dt;
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if (angularSpeed > MAX_ANGULAR_SPEED) {
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angularSpeed *= MAX_ANGULAR_SPEED / angularSpeed;
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}
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float sign = copysignf(1.0f, glm::dot(desiredFacing, currentRight));
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btQuaternion angularDisplacement = btQuaternion(btVector3(0.0f, 1.0f, 0.0f), sign * angularSpeed * dt);
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btQuaternion endRot = angularDisplacement * startRot;
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@ -229,8 +239,8 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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_followAngularDisplacement = angularDisplacement * _followAngularDisplacement;
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_rigidBody->setWorldTransform(btTransform(endRot, endPos));
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_followTime += dt;
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}
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_followTime += dt;
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}
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void CharacterController::jump() {
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@ -371,9 +381,9 @@ void CharacterController::setParentVelocity(const glm::vec3& velocity) {
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_parentVelocity = glmToBullet(velocity);
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}
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void CharacterController::setFollowParameters(const glm::mat4& desiredWorldBodyMatrix, float timeRemaining) {
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_followTimeRemaining = timeRemaining;
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void CharacterController::setFollowParameters(const glm::mat4& desiredWorldBodyMatrix) {
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_followDesiredBodyTransform = glmToBullet(desiredWorldBodyMatrix) * btTransform(btQuaternion::getIdentity(), glmToBullet(_shapeLocalOffset));
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_following = true;
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}
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glm::vec3 CharacterController::getFollowLinearDisplacement() const {
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@ -626,7 +636,7 @@ void CharacterController::preSimulation() {
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_pendingFlags &= ~PENDING_FLAG_JUMP;
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_followTime = 0.0f;
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_followLinearDisplacement = btVector3(0, 0, 0);
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_followLinearDisplacement = btVector3(0.0f, 0.0f, 0.0f);
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_followAngularDisplacement = btQuaternion::getIdentity();
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}
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@ -82,7 +82,8 @@ public:
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void getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
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void setParentVelocity(const glm::vec3& parentVelocity);
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void setFollowParameters(const glm::mat4& desiredWorldMatrix, float timeRemaining);
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void setFollowParameters(const glm::mat4& desiredWorldBodyMatrix);
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void disableFollow() { _following = false; }
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float getFollowTime() const { return _followTime; }
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glm::vec3 getFollowLinearDisplacement() const;
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glm::quat getFollowAngularDisplacement() const;
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@ -142,7 +143,6 @@ protected:
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btVector3 _preSimulationVelocity;
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btVector3 _velocityChange;
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btTransform _followDesiredBodyTransform;
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btScalar _followTimeRemaining;
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btTransform _characterBodyTransform;
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glm::vec3 _shapeLocalOffset;
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@ -168,6 +168,7 @@ protected:
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btVector3 _followLinearDisplacement;
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btQuaternion _followAngularDisplacement;
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btVector3 _linearAcceleration;
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bool _following { false };
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std::atomic_bool _enabled;
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State _state;
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