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Merge pull request #2927 from AndrewMeadows/inertia
Improved detection of floor surfaces
This commit is contained in:
commit
d63374f656
2 changed files with 49 additions and 32 deletions
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@ -65,6 +65,7 @@ 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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_isBraking(false),
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_trapDuration(0.0f),
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_thrust(0.0f),
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_motorVelocity(0.0f),
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@ -790,6 +791,15 @@ bool MyAvatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode rend
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(glm::length(cameraPosition - head->calculateAverageEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE * _scale);
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}
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float MyAvatar::computeDistanceToFloor(const glm::vec3& startPoint) {
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glm::vec3 direction = -_worldUpDirection;
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OctreeElement* elementHit; // output from findRayIntersection
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float distance = FLT_MAX; // output from findRayIntersection
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BoxFace face; // output from findRayIntersection
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Application::getInstance()->getVoxelTree()->findRayIntersection(startPoint, direction, elementHit, distance, face);
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return distance;
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}
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void MyAvatar::updateOrientation(float deltaTime) {
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// Gather rotation information from keyboard
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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@ -864,6 +874,8 @@ void MyAvatar::updateOrientation(float deltaTime) {
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setOrientation(orientation);
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}
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const float NEARBY_FLOOR_THRESHOLD = 5.0f;
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void MyAvatar::updatePosition(float deltaTime) {
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float keyboardInput = fabsf(_driveKeys[FWD] - _driveKeys[BACK]) +
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fabsf(_driveKeys[RIGHT] - _driveKeys[LEFT]) +
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@ -875,11 +887,11 @@ void MyAvatar::updatePosition(float deltaTime) {
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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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glm::vec3 bottom = 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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float distanceToFall = glm::distance(bottom, _lastFloorContactPoint);
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walkingOnFloor = (distanceToFall < 2.0f * deltaTime * speedFromGravity);
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if (walkingOnFloor) {
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@ -896,14 +908,24 @@ void MyAvatar::updatePosition(float deltaTime) {
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}
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// END HACK
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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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if (!_isBraking) {
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// fall with gravity toward floor
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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 local gravity when flying up
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setLocalGravity(glm::vec3(0.0f));
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} else {
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const float maxFloorDistance = _scale * NEARBY_FLOOR_THRESHOLD;
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if (computeDistanceToFloor(bottom) > maxFloorDistance) {
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// disable local gravity when floor is too far
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setLocalGravity(glm::vec3(0.0f));
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}
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}
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}
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}
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} else {
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@ -911,15 +933,10 @@ void MyAvatar::updatePosition(float deltaTime) {
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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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// scan for floor under avatar
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const float maxFloorDistance = _scale * NEARBY_FLOOR_THRESHOLD;
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if (computeDistanceToFloor(bottom) < maxFloorDistance) {
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// enable local gravity
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setLocalGravity(-_worldUpDirection);
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}
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}
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@ -1005,32 +1022,30 @@ float MyAvatar::computeMotorTimescale() {
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// (1) braking --> short timescale (aggressive motor assertion)
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// (2) pushing --> medium timescale (mild motor assertion)
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// (3) inactive --> long timescale (gentle friction for low speeds)
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//
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// TODO: recover extra braking behavior when flying close to nearest avatar
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float MIN_MOTOR_TIMESCALE = 0.125f;
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float MAX_MOTOR_TIMESCALE = 0.5f;
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float MIN_BRAKE_SPEED = 0.4f;
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float timescale = MAX_MOTOR_TIMESCALE;
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float speed = glm::length(_velocity);
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bool areThrusting = (glm::length2(_thrust) > EPSILON);
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if (_wasPushing && !(_isPushing || areThrusting) && speed > MIN_BRAKE_SPEED) {
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// we don't change _wasPushing for this case -->
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// keeps the brakes on until we go below MIN_BRAKE_SPEED
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timescale = MIN_MOTOR_TIMESCALE;
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bool isThrust = (glm::length2(_thrust) > EPSILON);
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if (_isPushing || isThrust) {
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timescale = _motorTimescale;
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_isBraking = false;
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} else {
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if (_isPushing) {
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timescale = _motorTimescale;
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}
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_wasPushing = _isPushing || areThrusting;
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float speed = glm::length(_velocity);
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_isBraking = _wasPushing || (_isBraking && speed > MIN_BRAKE_SPEED);
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if (_isBraking) {
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timescale = MIN_MOTOR_TIMESCALE;
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}
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}
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_wasPushing = _isPushing || isThrust;
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_isPushing = false;
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return timescale;
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}
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void MyAvatar::applyMotor(float deltaTime) {
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// TODO: recover extra braking behavior when flying close to nearest avatar
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if (!( _motionBehaviors & AVATAR_MOTION_MOTOR_ENABLED)) {
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// nothing to do --> early exit
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return;
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@ -154,6 +154,7 @@ private:
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bool _wasPushing;
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bool _isPushing;
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bool _isBraking;
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float _trapDuration; // seconds that avatar has been trapped by collisions
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glm::vec3 _thrust; // final acceleration from outside sources for the current frame
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@ -173,6 +174,7 @@ private:
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QList<AnimationHandlePointer> _animationHandles;
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// private methods
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float computeDistanceToFloor(const glm::vec3& startPoint);
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void updateOrientation(float deltaTime);
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void updatePosition(float deltaTime);
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void updateMotorFromKeyboard(float deltaTime, bool walking);
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