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https://github.com/overte-org/overte.git
synced 2025-04-20 03:44:02 +02:00
Enable local gravity when there is a floor nearby.
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parent
b875144e2d
commit
d425b5b322
4 changed files with 67 additions and 20 deletions
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@ -200,7 +200,8 @@ Menu::Menu() :
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QObject* avatar = appInstance->getAvatar();
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addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::ObeyEnvironmentalGravity, Qt::SHIFT | Qt::Key_G, false,
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avatar, SLOT(updateMotionBehaviorsFromMenu()));
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addCheckableActionToQMenuAndActionHash(editMenu, MenuOption::StandOnNearbyFloors, 0, true,
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avatar, SLOT(updateMotionBehaviorsFromMenu()));
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addAvatarCollisionSubMenu(editMenu);
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@ -376,6 +376,7 @@ namespace MenuOption {
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const QString ShowBordersModelNodes = "Show Model Nodes";
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const QString ShowBordersParticleNodes = "Show Particle Nodes";
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const QString ShowIKConstraints = "Show IK Constraints";
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const QString StandOnNearbyFloors = "Stand on nearby floors";
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const QString Stars = "Stars";
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const QString Stats = "Stats";
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const QString StopAllScripts = "Stop All Scripts";
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@ -383,9 +383,9 @@ void MyAvatar::setGravity(const glm::vec3& gravity) {
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float gravityLength = glm::length(gravity);
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if (gravityLength > EPSILON) {
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_worldUpDirection = _gravity / -gravityLength;
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} else {
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_worldUpDirection = DEFAULT_UP_DIRECTION;
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}
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// NOTE: the else case here it to leave _worldUpDirection unchanged
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// so it continues to point opposite to the previous gravity setting.
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}
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AnimationHandlePointer MyAvatar::addAnimationHandle() {
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@ -814,12 +814,13 @@ void MyAvatar::updatePosition(float deltaTime) {
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bool walkingOnFloor = false;
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float gravityLength = glm::length(_gravity) * GRAVITY_EARTH;
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if (gravityLength > EPSILON) {
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const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
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glm::vec3 startCap;
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boundingShape.getStartPoint(startCap);
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glm::vec3 bottomOfBoundingCapsule = startCap - boundingShape.getRadius() * _worldUpDirection;
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const CapsuleShape& boundingShape = _skeletonModel.getBoundingShape();
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glm::vec3 startCap;
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boundingShape.getStartPoint(startCap);
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glm::vec3 bottomOfBoundingCapsule = startCap - boundingShape.getRadius() * _worldUpDirection;
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if (gravityLength > EPSILON) {
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float speedFromGravity = _scale * deltaTime * gravityLength;
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float distanceToFall = glm::distance(bottomOfBoundingCapsule, _lastFloorContactPoint);
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walkingOnFloor = (distanceToFall < 2.0f * deltaTime * speedFromGravity);
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@ -840,6 +841,32 @@ void MyAvatar::updatePosition(float deltaTime) {
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} else {
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_velocity -= speedFromGravity * _worldUpDirection;
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}
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if (_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
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const float MAX_VERTICAL_FLOOR_DETECTION_SPEED = _scale * MAX_WALKING_SPEED;
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if (keyboardInput && glm::dot(_motorVelocity, _worldUpDirection) > 0.0f &&
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glm::dot(_velocity, _worldUpDirection) > MAX_VERTICAL_FLOOR_DETECTION_SPEED) {
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// disable gravity because we're pushing with keyboard
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setLocalGravity(glm::vec3(0.0f));
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}
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}
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} else {
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if ((_collisionGroups & COLLISION_GROUP_VOXELS) &&
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_motionBehaviors & AVATAR_MOTION_STAND_ON_NEARBY_FLOORS) {
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const float MIN_FLOOR_DETECTION_SPEED = _scale * 1.0f;
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if (glm::length(_velocity) < MIN_FLOOR_DETECTION_SPEED ) {
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// scan for floor
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glm::vec3 direction = -_worldUpDirection;
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OctreeElement* elementHit; // output from findRayIntersection
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float distance; // output from findRayIntersection
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BoxFace face; // output from findRayIntersection
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Application::getInstance()->getVoxelTree()->findRayIntersection(bottomOfBoundingCapsule, direction, elementHit, distance, face);
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const float NEARBY_FLOOR_THRESHOLD = _scale * 2.0f;
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if (elementHit && distance < NEARBY_FLOOR_THRESHOLD) {
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// turn on local gravity
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setLocalGravity(-_worldUpDirection);
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}
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}
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}
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}
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if (keyboardInput > 0.0f || glm::length2(_velocity) > 0.0f || glm::length2(_thrust) > 0.0f || ! walkingOnFloor) {
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@ -888,12 +915,12 @@ void MyAvatar::updateMotorFromKeyboard(float deltaTime, bool walking) {
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if (directionLength > EPSILON) {
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direction /= directionLength;
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// the finalMotorSpeed depends on whether we are walking or not
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float finalMaxMotorSpeed = walking ? MAX_WALKING_SPEED : _maxMotorSpeed;
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float finalMaxMotorSpeed = walking ? _scale * MAX_WALKING_SPEED : _scale * _maxMotorSpeed;
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float motorLength = glm::length(_motorVelocity);
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if (motorLength < MIN_KEYBOARD_CONTROL_SPEED) {
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if (motorLength < _scale * MIN_KEYBOARD_CONTROL_SPEED) {
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// an active keyboard motor should never be slower than this
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_motorVelocity = MIN_KEYBOARD_CONTROL_SPEED * direction;
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_motorVelocity = _scale * MIN_KEYBOARD_CONTROL_SPEED * direction;
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} else {
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float MOTOR_LENGTH_TIMESCALE = 1.5f;
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float tau = glm::clamp(deltaTime / MOTOR_LENGTH_TIMESCALE, 0.0f, 1.0f);
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@ -1566,7 +1593,8 @@ void MyAvatar::goToLocationFromResponse(const QJsonObject& jsonObject) {
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}
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void MyAvatar::updateMotionBehaviorsFromMenu() {
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if (Menu::getInstance()->isOptionChecked(MenuOption::ObeyEnvironmentalGravity)) {
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Menu* menu = Menu::getInstance();
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if (menu->isOptionChecked(MenuOption::ObeyEnvironmentalGravity)) {
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_motionBehaviors |= AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY;
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// Environmental and Local gravities are incompatible. Environmental setting trumps local.
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_motionBehaviors &= ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
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@ -1576,6 +1604,14 @@ void MyAvatar::updateMotionBehaviorsFromMenu() {
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if (! (_motionBehaviors & (AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY | AVATAR_MOTION_OBEY_LOCAL_GRAVITY))) {
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setGravity(glm::vec3(0.0f));
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}
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if (menu->isOptionChecked(MenuOption::StandOnNearbyFloors)) {
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_motionBehaviors |= AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
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// standing on floors requires collision with voxels
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_collisionGroups |= COLLISION_GROUP_VOXELS;
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menu->setIsOptionChecked(MenuOption::CollideWithVoxels, true);
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} else {
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_motionBehaviors &= ~AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
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}
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}
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void MyAvatar::renderAttachments(RenderMode renderMode) {
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@ -1602,6 +1638,11 @@ void MyAvatar::setCollisionGroups(quint32 collisionGroups) {
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menu->setIsOptionChecked(MenuOption::CollideWithAvatars, (bool)(_collisionGroups & COLLISION_GROUP_AVATARS));
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menu->setIsOptionChecked(MenuOption::CollideWithVoxels, (bool)(_collisionGroups & COLLISION_GROUP_VOXELS));
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menu->setIsOptionChecked(MenuOption::CollideWithParticles, (bool)(_collisionGroups & COLLISION_GROUP_PARTICLES));
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if (! (_collisionGroups & COLLISION_GROUP_VOXELS)) {
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// no collision with voxels --> disable standing on floors
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_motionBehaviors &= ~AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
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menu->setIsOptionChecked(MenuOption::StandOnNearbyFloors, false);
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}
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}
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void MyAvatar::setMotionBehaviorsByScript(quint32 flags) {
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@ -53,23 +53,27 @@ typedef unsigned long long quint64;
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#include "HandData.h"
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// avatar motion behaviors
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const quint32 AVATAR_MOTION_MOTOR_ENABLED = 1U << 0;
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const quint32 AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED = 1U << 1;
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const quint32 AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME = 1U << 2;
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const quint32 AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY = 1U << 3;
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const quint32 AVATAR_MOTION_MOTOR_ENABLED = 1U << 0;
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const quint32 AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED = 1U << 1;
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const quint32 AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME = 1U << 2;
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const quint32 AVATAR_MOTION_MOTOR_COLLISION_SURFACE_ONLY = 1U << 3;
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const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 4;
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const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 5;
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const quint32 AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY = 1U << 4;
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const quint32 AVATAR_MOTION_OBEY_LOCAL_GRAVITY = 1U << 5;
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const quint32 AVATAR_MOTION_STAND_ON_NEARBY_FLOORS = 1U << 6;
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const quint32 AVATAR_MOTION_DEFAULTS =
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AVATAR_MOTION_MOTOR_ENABLED |
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AVATAR_MOTION_MOTOR_KEYBOARD_ENABLED |
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AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME;
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AVATAR_MOTION_MOTOR_USE_LOCAL_FRAME |
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AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
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// these bits will be expanded as features are exposed
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const quint32 AVATAR_MOTION_SCRIPTABLE_BITS =
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AVATAR_MOTION_OBEY_ENVIRONMENTAL_GRAVITY |
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AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
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AVATAR_MOTION_OBEY_LOCAL_GRAVITY |
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AVATAR_MOTION_STAND_ON_NEARBY_FLOORS;
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// First bitset
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