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Merge pull request #8626 from AndrewMeadows/oobe3
out of body experience: avatar follows HMD position using velocity motor instead of micro teleports
This commit is contained in:
commit
fdb6110c46
6 changed files with 249 additions and 233 deletions
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@ -1229,6 +1229,8 @@ void MyAvatar::rebuildCollisionShape() {
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float scale = getUniformScale();
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float radius = scale * _skeletonModel->getBoundingCapsuleRadius();
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float height = scale * _skeletonModel->getBoundingCapsuleHeight() + 2.0f * radius;
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const float CANONICAL_AVATAR_HEIGHT = 2.0f;
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_canonicalScale = height / CANONICAL_AVATAR_HEIGHT;
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glm::vec3 corner(-radius, -0.5f * height, -radius);
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corner += scale * _skeletonModel->getBoundingCapsuleOffset();
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glm::vec3 diagonal(2.0f * radius, height, 2.0f * radius);
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@ -1384,9 +1386,7 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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//_bodySensorMatrix = deriveBodyFromHMDSensor();
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if (_characterController.isEnabledAndReady()) {
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setVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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} else {
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setVelocity(getVelocity() + _characterController.getFollowVelocity());
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setVelocity(_characterController.getLinearVelocity());
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}
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_follow.postPhysicsUpdate(*this);
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@ -500,6 +500,7 @@ private:
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bool _hmdLeanRecenterEnabled = true;
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bool _moveKinematically { false }; // KINEMATIC_CONTROLLER_HACK
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float _canonicalScale { 1.0f };
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float AVATAR_MOVEMENT_ENERGY_CONSTANT { 0.001f };
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float AUDIO_ENERGY_CONSTANT { 0.000001f };
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@ -75,9 +75,6 @@ CharacterController::CharacterController() {
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_takeoffToInAirStartTime = 0;
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_jumpButtonDownStartTime = 0;
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_jumpButtonDownCount = 0;
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_followTime = 0.0f;
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_followLinearDisplacement = btVector3(0, 0, 0);
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_followAngularDisplacement = btQuaternion::getIdentity();
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_hasSupport = false;
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_pendingFlags = PENDING_FLAG_UPDATE_SHAPE;
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@ -130,11 +127,12 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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// KINEMATIC_CONTROLLER_HACK
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_ghost.setCollisionGroupAndMask(_collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ _collisionGroup));
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_ghost.setCollisionWorld(_dynamicsWorld);
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_ghost.setDistanceToFeet(_radius + _halfHeight);
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_ghost.setRadiusAndHalfHeight(_radius, _halfHeight);
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_ghost.setMaxStepHeight(0.75f * (_radius + _halfHeight)); // HACK
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_ghost.setMinWallAngle(PI / 4.0f); // HACK
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_ghost.setUpDirection(_currentUp);
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_ghost.setGravity(DEFAULT_CHARACTER_GRAVITY);
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_ghost.setWorldTransform(_rigidBody->getWorldTransform());
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}
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if (_dynamicsWorld) {
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if (_pendingFlags & PENDING_FLAG_UPDATE_SHAPE) {
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@ -176,10 +174,10 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) cons
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void CharacterController::preStep(btCollisionWorld* collisionWorld) {
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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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const btTransform& transform = _rigidBody->getWorldTransform();
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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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btVector3 rayStart = transform.getOrigin() - _halfHeight * _currentUp;
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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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@ -202,6 +200,58 @@ const btScalar MIN_TARGET_SPEED_SQUARED = MIN_TARGET_SPEED * MIN_TARGET_SPEED;
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void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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btVector3 velocity = _rigidBody->getLinearVelocity() - _parentVelocity;
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if (_following) {
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// linear part uses a motor
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const float MAX_WALKING_SPEED = 2.5f; // TODO: scale this stuff with avatar size
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const float MAX_WALKING_SPEED_DISTANCE = 1.0f;
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const float NORMAL_WALKING_SPEED = 0.5f * MAX_WALKING_SPEED;
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const float NORMAL_WALKING_SPEED_DISTANCE = 0.5f * MAX_WALKING_SPEED_DISTANCE;
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const float FEW_SUBSTEPS = 4.0f * dt;
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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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btScalar deltaDistance = deltaPos.length();
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const float MIN_DELTA_DISTANCE = 0.01f; // TODO: scale by avatar size but cap at (NORMAL_WALKING_SPEED * FEW_SUBSTEPS)
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if (deltaDistance > MIN_DELTA_DISTANCE) {
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btVector3 vel = deltaPos;
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if (deltaDistance > MAX_WALKING_SPEED_DISTANCE) {
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// cap max speed
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vel *= MAX_WALKING_SPEED / deltaDistance;
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} else if (deltaDistance > NORMAL_WALKING_SPEED_DISTANCE) {
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// linearly interpolate to NORMAL_WALKING_SPEED
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btScalar alpha = (deltaDistance - NORMAL_WALKING_SPEED_DISTANCE) / (MAX_WALKING_SPEED_DISTANCE - NORMAL_WALKING_SPEED_DISTANCE);
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vel *= NORMAL_WALKING_SPEED * (1.0f - alpha) + MAX_WALKING_SPEED * alpha;
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} else {
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// use exponential decay but cap at NORMAL_WALKING_SPEED
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vel /= FEW_SUBSTEPS;
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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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}
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const float HORIZONTAL_FOLLOW_TIMESCALE = 0.1f;
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const float VERTICAL_FOLLOW_TIMESCALE = (_state == State::Hover) ? HORIZONTAL_FOLLOW_TIMESCALE : 20.0f;
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glm::quat worldFrameRotation; // identity
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addMotor(bulletToGLM(vel), worldFrameRotation, HORIZONTAL_FOLLOW_TIMESCALE, VERTICAL_FOLLOW_TIMESCALE);
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}
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// angular part uses incremental teleports
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const float ANGULAR_FOLLOW_TIMESCALE = 0.8f;
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const float MAX_ANGULAR_SPEED = (PI / 2.0f) / ANGULAR_FOLLOW_TIMESCALE;
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btQuaternion startRot = bodyTransform.getRotation();
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glm::vec2 currentFacing = getFacingDir2D(bulletToGLM(startRot));
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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 / FEW_SUBSTEPS;
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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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_rigidBody->setWorldTransform(btTransform(endRot, startPos));
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}
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computeNewVelocity(dt, velocity);
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if (_moveKinematically) {
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@ -209,10 +259,11 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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btTransform transform = _rigidBody->getWorldTransform();
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transform.setOrigin(_ghost.getWorldTransform().getOrigin());
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_ghost.setWorldTransform(transform);
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_ghost.setMotorVelocity(_simpleMotorVelocity);
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_ghost.setMotorVelocity(_targetVelocity);
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float overshoot = 1.0f * _radius;
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_ghost.move(dt, overshoot);
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_rigidBody->setWorldTransform(_ghost.getWorldTransform());
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transform.setOrigin(_ghost.getWorldTransform().getOrigin());
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_rigidBody->setWorldTransform(transform);
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_rigidBody->setLinearVelocity(_ghost.getLinearVelocity());
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} else {
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// Dynamicaly compute a follow velocity to move this body toward the _followDesiredBodyTransform.
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@ -220,50 +271,6 @@ void CharacterController::playerStep(btCollisionWorld* dynaWorld, btScalar dt) {
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// This mirrors the computation done in MyAvatar::FollowHelper::postPhysicsUpdate().
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_rigidBody->setLinearVelocity(velocity + _parentVelocity);
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if (_following) {
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// OUTOFBODY_HACK -- these consts were copied from elsewhere, and then tuned
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const float NORMAL_WALKING_SPEED = 1.5f; // actual walk speed is 2.5 m/sec
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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 FOLLOW_FACTOR = 0.5f;
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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 * (FOLLOW_FACTOR / 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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glm::vec2 currentFacing = getFacingDir2D(bulletToGLM(startRot));
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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 = 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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// in order to accumulate displacement of avatar position, we need to take _shapeLocalOffset into account.
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btVector3 shapeLocalOffset = glmToBullet(_shapeLocalOffset);
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btVector3 swingDisplacement = rotateVector(endRot, -shapeLocalOffset) - rotateVector(startRot, -shapeLocalOffset);
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_followLinearDisplacement = linearDisplacement + swingDisplacement + _followLinearDisplacement;
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_followAngularDisplacement = angularDisplacement * _followAngularDisplacement;
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_rigidBody->setWorldTransform(btTransform(endRot, endPos));
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}
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_followTime += dt;
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_ghost.setWorldTransform(_rigidBody->getWorldTransform());
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}
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}
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@ -399,9 +406,8 @@ void CharacterController::setPositionAndOrientation(
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// TODO: update gravity if up has changed
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updateUpAxis(orientation);
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btQuaternion bodyOrientation = glmToBullet(orientation);
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btVector3 bodyPosition = glmToBullet(position + orientation * _shapeLocalOffset);
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_characterBodyTransform = btTransform(bodyOrientation, bodyPosition);
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_rotation = glmToBullet(orientation);
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_position = glmToBullet(position + orientation * _shapeLocalOffset);
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}
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void CharacterController::getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const {
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@ -421,22 +427,6 @@ void CharacterController::setFollowParameters(const glm::mat4& desiredWorldBodyM
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_following = true;
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}
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glm::vec3 CharacterController::getFollowLinearDisplacement() const {
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return bulletToGLM(_followLinearDisplacement);
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}
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glm::quat CharacterController::getFollowAngularDisplacement() const {
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return bulletToGLM(_followAngularDisplacement);
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}
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glm::vec3 CharacterController::getFollowVelocity() const {
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if (_followTime > 0.0f) {
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return bulletToGLM(_followLinearDisplacement) / _followTime;
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} else {
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return glm::vec3();
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}
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}
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glm::vec3 CharacterController::getLinearVelocity() const {
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glm::vec3 velocity(0.0f);
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if (_rigidBody) {
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@ -484,10 +474,11 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
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if (tau > 1.0f) {
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tau = 1.0f;
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}
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velocity += (motor.velocity - velocity) * tau;
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velocity += tau * (motor.velocity - velocity);
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// rotate back into world-frame
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velocity = velocity.rotate(axis, angle);
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_targetVelocity += (tau * motor.velocity).rotate(axis, angle);
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// store the velocity and weight
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velocities.push_back(velocity);
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@ -525,7 +516,7 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
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// add components back together and rotate into world-frame
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velocity = (hVelocity + vVelocity).rotate(axis, angle);
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_simpleMotorVelocity += maxTau * (hTargetVelocity + vTargetVelocity).rotate(axis, angle);
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_targetVelocity += maxTau * (hTargetVelocity + vTargetVelocity).rotate(axis, angle);
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// store velocity and weights
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velocities.push_back(velocity);
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@ -543,7 +534,7 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
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velocities.reserve(_motors.size());
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std::vector<btScalar> weights;
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weights.reserve(_motors.size());
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_simpleMotorVelocity = btVector3(0.0f, 0.0f, 0.0f);
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_targetVelocity = btVector3(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < (int)_motors.size(); ++i) {
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applyMotor(i, dt, velocity, velocities, weights);
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}
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@ -559,15 +550,18 @@ void CharacterController::computeNewVelocity(btScalar dt, btVector3& velocity) {
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for (size_t i = 0; i < velocities.size(); ++i) {
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velocity += (weights[i] / totalWeight) * velocities[i];
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}
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_simpleMotorVelocity /= totalWeight;
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_targetVelocity /= totalWeight;
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}
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if (velocity.length2() < MIN_TARGET_SPEED_SQUARED) {
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velocity = btVector3(0.0f, 0.0f, 0.0f);
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}
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// 'thrust' is applied at the very end
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_targetVelocity += dt * _linearAcceleration;
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velocity += dt * _linearAcceleration;
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_targetVelocity = velocity;
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// Note the differences between these two variables:
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// _targetVelocity = ideal final velocity according to input
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// velocity = real final velocity after motors are applied to current velocity
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}
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void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
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@ -576,131 +570,131 @@ void CharacterController::computeNewVelocity(btScalar dt, glm::vec3& velocity) {
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velocity = bulletToGLM(btVelocity);
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}
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void CharacterController::preSimulation() {
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if (_dynamicsWorld) {
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quint64 now = usecTimestampNow();
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void CharacterController::updateState() {
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const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
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const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
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const btScalar MIN_HOVER_HEIGHT = 2.5f;
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const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
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// slam body to where it is supposed to be
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_rigidBody->setWorldTransform(_characterBodyTransform);
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btVector3 velocity = _rigidBody->getLinearVelocity();
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_preSimulationVelocity = velocity;
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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 = _position;
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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 = _characterBodyTransform.getOrigin();
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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;
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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;
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const btScalar FLY_TO_GROUND_THRESHOLD = 0.1f * _radius;
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const btScalar GROUND_TO_FLY_THRESHOLD = 0.8f * _radius + _halfHeight;
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const quint64 TAKE_OFF_TO_IN_AIR_PERIOD = 250 * MSECS_PER_SECOND;
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const btScalar MIN_HOVER_HEIGHT = 2.5f;
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const quint64 JUMP_TO_HOVER_PERIOD = 1100 * MSECS_PER_SECOND;
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const btScalar MAX_WALKING_SPEED = 2.5f;
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ClosestNotMe rayCallback(_rigidBody);
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rayCallback.m_closestHitFraction = 1.0f;
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_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
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bool rayHasHit = rayCallback.hasHit();
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quint64 now = usecTimestampNow();
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if (rayHasHit) {
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_rayHitStartTime = now;
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - (_radius + _halfHeight);
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} else {
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const quint64 RAY_HIT_START_PERIOD = 500 * MSECS_PER_SECOND;
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ClosestNotMe rayCallback(_rigidBody);
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rayCallback.m_closestHitFraction = 1.0f;
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_dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
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bool rayHasHit = rayCallback.hasHit();
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if (rayHasHit) {
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_rayHitStartTime = now;
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_floorDistance = rayLength * rayCallback.m_closestHitFraction - (_radius + _halfHeight);
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} else if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
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if ((now - _rayHitStartTime) < RAY_HIT_START_PERIOD) {
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rayHasHit = true;
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} else {
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_floorDistance = FLT_MAX;
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}
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}
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// record a time stamp when the jump button was first pressed.
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if ((_previousFlags & PENDING_FLAG_JUMP) != (_pendingFlags & PENDING_FLAG_JUMP)) {
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if (_pendingFlags & PENDING_FLAG_JUMP) {
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_jumpButtonDownStartTime = now;
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_jumpButtonDownCount++;
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}
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// record a time stamp when the jump button was first pressed.
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bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
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if ((_previousFlags & PENDING_FLAG_JUMP) != (_pendingFlags & PENDING_FLAG_JUMP)) {
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if (_pendingFlags & PENDING_FLAG_JUMP) {
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_jumpButtonDownStartTime = now;
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_jumpButtonDownCount++;
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}
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}
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bool jumpButtonHeld = _pendingFlags & PENDING_FLAG_JUMP;
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btVector3 velocity = _preSimulationVelocity;
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btVector3 actualHorizVelocity = velocity - velocity.dot(_currentUp) * _currentUp;
|
||||
bool flyingFast = _state == State::Hover && actualHorizVelocity.length() > (MAX_WALKING_SPEED * 0.75f);
|
||||
|
||||
// OUTOFBODY_HACK -- disable normal state transitions while collisionless
|
||||
if (_collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
|
||||
switch (_state) {
|
||||
case State::Ground:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground detected");
|
||||
} else if (_pendingFlags & PENDING_FLAG_JUMP && _jumpButtonDownCount != _takeoffJumpButtonID) {
|
||||
_takeoffJumpButtonID = _jumpButtonDownCount;
|
||||
_takeoffToInAirStartTime = now;
|
||||
SET_STATE(State::Takeoff, "jump pressed");
|
||||
} else if (rayHasHit && !_hasSupport && _floorDistance > GROUND_TO_FLY_THRESHOLD) {
|
||||
SET_STATE(State::InAir, "falling");
|
||||
}
|
||||
break;
|
||||
case State::Takeoff:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground");
|
||||
} else if ((now - _takeoffToInAirStartTime) > TAKE_OFF_TO_IN_AIR_PERIOD) {
|
||||
SET_STATE(State::InAir, "takeoff done");
|
||||
velocity += _jumpSpeed * _currentUp;
|
||||
_rigidBody->setLinearVelocity(velocity);
|
||||
}
|
||||
break;
|
||||
case State::InAir: {
|
||||
if ((velocity.dot(_currentUp) <= (JUMP_SPEED / 2.0f)) && ((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport)) {
|
||||
SET_STATE(State::Ground, "hit ground");
|
||||
} else {
|
||||
btVector3 desiredVelocity = _targetVelocity;
|
||||
if (desiredVelocity.length2() < MIN_TARGET_SPEED_SQUARED) {
|
||||
desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
bool vertTargetSpeedIsNonZero = desiredVelocity.dot(_currentUp) > MIN_TARGET_SPEED;
|
||||
if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (_takeoffJumpButtonID != _jumpButtonDownCount)) {
|
||||
SET_STATE(State::Hover, "double jump button");
|
||||
} else if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (now - _jumpButtonDownStartTime) > JUMP_TO_HOVER_PERIOD) {
|
||||
SET_STATE(State::Hover, "jump button held");
|
||||
}
|
||||
}
|
||||
break;
|
||||
// OUTOFBODY_HACK -- disable normal state transitions while collisionless
|
||||
if (_collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
|
||||
switch (_state) {
|
||||
case State::Ground:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground detected");
|
||||
} else if (_pendingFlags & PENDING_FLAG_JUMP && _jumpButtonDownCount != _takeoffJumpButtonID) {
|
||||
_takeoffJumpButtonID = _jumpButtonDownCount;
|
||||
_takeoffToInAirStartTime = now;
|
||||
SET_STATE(State::Takeoff, "jump pressed");
|
||||
} else if (rayHasHit && !_hasSupport && _floorDistance > GROUND_TO_FLY_THRESHOLD) {
|
||||
SET_STATE(State::InAir, "falling");
|
||||
}
|
||||
case State::Hover:
|
||||
if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
|
||||
SET_STATE(State::InAir, "near ground");
|
||||
} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
|
||||
SET_STATE(State::Ground, "touching ground");
|
||||
}
|
||||
break;
|
||||
break;
|
||||
case State::Takeoff:
|
||||
if (!rayHasHit && !_hasSupport) {
|
||||
SET_STATE(State::Hover, "no ground");
|
||||
} else if ((now - _takeoffToInAirStartTime) > TAKE_OFF_TO_IN_AIR_PERIOD) {
|
||||
SET_STATE(State::InAir, "takeoff done");
|
||||
velocity += _jumpSpeed * _currentUp;
|
||||
_rigidBody->setLinearVelocity(velocity);
|
||||
}
|
||||
} else {
|
||||
// OUTOFBODY_HACK -- in collisionless state switch between Ground and Hover states
|
||||
if (rayHasHit) {
|
||||
SET_STATE(State::Ground, "collisionless above ground");
|
||||
break;
|
||||
case State::InAir: {
|
||||
if ((velocity.dot(_currentUp) <= (JUMP_SPEED / 2.0f)) && ((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport)) {
|
||||
SET_STATE(State::Ground, "hit ground");
|
||||
} else {
|
||||
SET_STATE(State::Hover, "collisionless in air");
|
||||
btVector3 desiredVelocity = _targetVelocity;
|
||||
if (desiredVelocity.length2() < MIN_TARGET_SPEED_SQUARED) {
|
||||
desiredVelocity = btVector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
bool vertTargetSpeedIsNonZero = desiredVelocity.dot(_currentUp) > MIN_TARGET_SPEED;
|
||||
if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (_takeoffJumpButtonID != _jumpButtonDownCount)) {
|
||||
SET_STATE(State::Hover, "double jump button");
|
||||
} else if ((jumpButtonHeld || vertTargetSpeedIsNonZero) && (now - _jumpButtonDownStartTime) > JUMP_TO_HOVER_PERIOD) {
|
||||
SET_STATE(State::Hover, "jump button held");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case State::Hover:
|
||||
btVector3 actualHorizVelocity = velocity - velocity.dot(_currentUp) * _currentUp;
|
||||
const btScalar MAX_WALKING_SPEED = 2.5f;
|
||||
bool flyingFast = _state == State::Hover && actualHorizVelocity.length() > (MAX_WALKING_SPEED * 0.75f);
|
||||
|
||||
if ((_floorDistance < MIN_HOVER_HEIGHT) && !jumpButtonHeld && !flyingFast) {
|
||||
SET_STATE(State::InAir, "near ground");
|
||||
} else if (((_floorDistance < FLY_TO_GROUND_THRESHOLD) || _hasSupport) && !flyingFast) {
|
||||
SET_STATE(State::Ground, "touching ground");
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (_moveKinematically && _ghost.isHovering()) {
|
||||
SET_STATE(State::Hover, "kinematic motion"); // HACK
|
||||
}
|
||||
} else {
|
||||
// OUTOFBODY_HACK -- in collisionless state switch only between Ground and Hover states
|
||||
if (rayHasHit) {
|
||||
SET_STATE(State::Ground, "collisionless above ground");
|
||||
} else {
|
||||
SET_STATE(State::Hover, "collisionless in air");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterController::preSimulation() {
|
||||
if (_dynamicsWorld) {
|
||||
// slam body transform and remember velocity
|
||||
_rigidBody->setWorldTransform(btTransform(btTransform(_rotation, _position)));
|
||||
_preSimulationVelocity = _rigidBody->getLinearVelocity();
|
||||
|
||||
updateState();
|
||||
}
|
||||
|
||||
_previousFlags = _pendingFlags;
|
||||
_pendingFlags &= ~PENDING_FLAG_JUMP;
|
||||
|
||||
_followTime = 0.0f;
|
||||
_followLinearDisplacement = btVector3(0.0f, 0.0f, 0.0f);
|
||||
_followAngularDisplacement = btQuaternion::getIdentity();
|
||||
}
|
||||
|
||||
void CharacterController::postSimulation() {
|
||||
// postSimulation() exists for symmetry and just in case we need to do something here later
|
||||
|
||||
btVector3 velocity = _rigidBody->getLinearVelocity();
|
||||
_velocityChange = velocity - _preSimulationVelocity;
|
||||
_velocityChange = _rigidBody->getLinearVelocity() - _preSimulationVelocity;
|
||||
}
|
||||
|
||||
|
||||
bool CharacterController::getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation) {
|
||||
if (!_rigidBody) {
|
||||
return false;
|
||||
|
|
|
@ -88,10 +88,6 @@ public:
|
|||
void setParentVelocity(const glm::vec3& parentVelocity);
|
||||
void setFollowParameters(const glm::mat4& desiredWorldBodyMatrix);
|
||||
void disableFollow() { _following = false; }
|
||||
float getFollowTime() const { return _followTime; }
|
||||
glm::vec3 getFollowLinearDisplacement() const;
|
||||
glm::quat getFollowAngularDisplacement() const;
|
||||
glm::vec3 getFollowVelocity() const;
|
||||
|
||||
glm::vec3 getLinearVelocity() const;
|
||||
glm::vec3 getVelocityChange() const;
|
||||
|
@ -109,6 +105,7 @@ public:
|
|||
};
|
||||
|
||||
State getState() const { return _state; }
|
||||
void updateState();
|
||||
|
||||
void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
|
||||
|
||||
|
@ -152,9 +149,9 @@ protected:
|
|||
btVector3 _parentVelocity;
|
||||
btVector3 _preSimulationVelocity;
|
||||
btVector3 _velocityChange;
|
||||
btVector3 _simpleMotorVelocity; // KINEMATIC_CONTROLLER_HACK
|
||||
btTransform _followDesiredBodyTransform;
|
||||
btTransform _characterBodyTransform;
|
||||
btVector3 _position;
|
||||
btQuaternion _rotation;
|
||||
|
||||
glm::vec3 _shapeLocalOffset;
|
||||
|
||||
|
@ -175,9 +172,6 @@ protected:
|
|||
btScalar _gravity;
|
||||
|
||||
btScalar _jumpSpeed;
|
||||
btScalar _followTime;
|
||||
btVector3 _followLinearDisplacement;
|
||||
btQuaternion _followAngularDisplacement;
|
||||
btVector3 _linearAcceleration;
|
||||
bool _following { false };
|
||||
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
#include <stdint.h>
|
||||
#include <assert.h>
|
||||
|
||||
#include <PhysicsHelpers.h>
|
||||
|
||||
#include "CharacterGhostShape.h"
|
||||
#include "CharacterRayResult.h"
|
||||
|
||||
|
@ -38,6 +40,10 @@ void CharacterGhostObject::getCollisionGroupAndMask(int16_t& group, int16_t& mas
|
|||
mask = _collisionFilterMask;
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight) {
|
||||
_radius = radius;
|
||||
_halfHeight = halfHeight;
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setUpDirection(const btVector3& up) {
|
||||
btScalar length = up.length();
|
||||
|
@ -99,10 +105,12 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
|||
|
||||
// TODO: figure out how to untrap character
|
||||
}
|
||||
btTransform startTransform = getWorldTransform();
|
||||
btVector3 startPosition = startTransform.getOrigin();
|
||||
if (_onFloor) {
|
||||
// a floor was identified during resolvePenetration()
|
||||
_hovering = false;
|
||||
updateTraction();
|
||||
// resolvePenetration() pushed the avatar out of a floor so
|
||||
// we must updateTraction() before using _linearVelocity
|
||||
updateTraction(startPosition);
|
||||
}
|
||||
|
||||
btVector3 forwardSweep = dt * _linearVelocity;
|
||||
|
@ -110,7 +118,7 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
|||
btScalar MIN_SWEEP_DISTANCE = 0.0001f;
|
||||
if (stepDistance < MIN_SWEEP_DISTANCE) {
|
||||
// not moving, no need to sweep
|
||||
updateHoverState(getWorldTransform());
|
||||
updateTraction(startPosition);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -128,22 +136,19 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
|||
|
||||
// step forward
|
||||
CharacterSweepResult result(this);
|
||||
btTransform startTransform = getWorldTransform();
|
||||
btTransform transform = startTransform;
|
||||
btTransform nextTransform = transform;
|
||||
nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
|
||||
sweepTest(convexShape, transform, nextTransform, result); // forward
|
||||
btTransform nextTransform = startTransform;
|
||||
nextTransform.setOrigin(startPosition + forwardSweep);
|
||||
sweepTest(convexShape, startTransform, nextTransform, result); // forward
|
||||
|
||||
if (!result.hasHit()) {
|
||||
nextTransform.setOrigin(transform.getOrigin() + (stepDistance / longSweepDistance) * forwardSweep);
|
||||
nextTransform.setOrigin(startPosition + (stepDistance / longSweepDistance) * forwardSweep);
|
||||
setWorldTransform(nextTransform);
|
||||
updateHoverState(nextTransform);
|
||||
updateTraction();
|
||||
updateTraction(nextTransform.getOrigin());
|
||||
return;
|
||||
}
|
||||
|
||||
// check if this hit is obviously unsteppable
|
||||
btVector3 hitFromBase = result.m_hitPointWorld - (transform.getOrigin() - (_distanceToFeet * _upDirection));
|
||||
btVector3 hitFromBase = result.m_hitPointWorld - (startPosition - ((_radius + _halfHeight) * _upDirection));
|
||||
btScalar hitHeight = hitFromBase.dot(_upDirection);
|
||||
if (hitHeight > _maxStepHeight) {
|
||||
// capsule can't step over the obstacle so move forward as much as possible before we bail
|
||||
|
@ -152,8 +157,8 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
|||
if (forwardDistance > stepDistance) {
|
||||
forwardTranslation *= stepDistance / forwardDistance;
|
||||
}
|
||||
transform.setOrigin(transform.getOrigin() + forwardTranslation);
|
||||
setWorldTransform(transform);
|
||||
nextTransform.setOrigin(startPosition + forwardTranslation);
|
||||
setWorldTransform(nextTransform);
|
||||
return;
|
||||
}
|
||||
// if we get here then we hit something that might be steppable
|
||||
|
@ -166,35 +171,37 @@ void CharacterGhostObject::move(btScalar dt, btScalar overshoot) {
|
|||
|
||||
// raise by availableStepHeight before sweeping forward
|
||||
result.resetHitHistory();
|
||||
transform.setOrigin(startTransform.getOrigin() + availableStepHeight * _upDirection);
|
||||
nextTransform.setOrigin(transform.getOrigin() + forwardSweep);
|
||||
sweepTest(convexShape, transform, nextTransform, result);
|
||||
startTransform.setOrigin(startPosition + availableStepHeight * _upDirection);
|
||||
nextTransform.setOrigin(startTransform.getOrigin() + forwardSweep);
|
||||
sweepTest(convexShape, startTransform, nextTransform, result);
|
||||
if (result.hasHit()) {
|
||||
transform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * forwardSweep);
|
||||
startTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * forwardSweep);
|
||||
} else {
|
||||
transform = nextTransform;
|
||||
startTransform = nextTransform;
|
||||
}
|
||||
|
||||
// sweep down in search of future landing spot
|
||||
result.resetHitHistory();
|
||||
btVector3 downSweep = (dt * _linearVelocity.dot(_upDirection) - availableStepHeight) * _upDirection;
|
||||
nextTransform.setOrigin(transform.getOrigin() + downSweep);
|
||||
sweepTest(convexShape, transform, nextTransform, result);
|
||||
btVector3 downSweep = (- availableStepHeight) * _upDirection;
|
||||
nextTransform.setOrigin(startTransform.getOrigin() + downSweep);
|
||||
sweepTest(convexShape, startTransform, nextTransform, result);
|
||||
if (result.hasHit() && result.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent) {
|
||||
// can stand on future landing spot, so we interpolate toward it
|
||||
_floorNormal = result.m_hitNormalWorld;
|
||||
_floorContact = result.m_hitPointWorld;
|
||||
_onFloor = true;
|
||||
_hovering = false;
|
||||
nextTransform.setOrigin(transform.getOrigin() + result.m_closestHitFraction * downSweep);
|
||||
btVector3 totalStep = nextTransform.getOrigin() - startTransform.getOrigin();
|
||||
transform.setOrigin(startTransform.getOrigin() + (stepDistance / totalStep.length()) * totalStep);
|
||||
nextTransform.setOrigin(startTransform.getOrigin() + result.m_closestHitFraction * downSweep);
|
||||
btVector3 totalStep = nextTransform.getOrigin() - startPosition;
|
||||
nextTransform.setOrigin(startPosition + (stepDistance / totalStep.length()) * totalStep);
|
||||
updateTraction(nextTransform.getOrigin());
|
||||
} else {
|
||||
// either there is no future landing spot, or there is but we can't stand on it
|
||||
// in any case: we go forward as much as possible
|
||||
transform.setOrigin(startTransform.getOrigin() + forwardSweepHitFraction * (stepDistance / longSweepDistance) * forwardSweep);
|
||||
nextTransform.setOrigin(startPosition + forwardSweepHitFraction * (stepDistance / longSweepDistance) * forwardSweep);
|
||||
updateTraction(nextTransform.getOrigin());
|
||||
}
|
||||
setWorldTransform(transform);
|
||||
updateTraction();
|
||||
setWorldTransform(nextTransform);
|
||||
}
|
||||
|
||||
bool CharacterGhostObject::sweepTest(
|
||||
|
@ -297,6 +304,11 @@ bool CharacterGhostObject::resolvePenetration(int numTries) {
|
|||
if (normalDotUp > _maxWallNormalUpComponent) {
|
||||
mostFloorPenetration = penetrationDepth;
|
||||
_floorNormal = normal;
|
||||
if (directionSign > 0.0f) {
|
||||
_floorContact = pt.m_positionWorldOnA;
|
||||
} else {
|
||||
_floorContact = pt.m_positionWorldOnB;
|
||||
}
|
||||
_onFloor = true;
|
||||
}
|
||||
}
|
||||
|
@ -327,17 +339,36 @@ void CharacterGhostObject::refreshOverlappingPairCache() {
|
|||
|
||||
void CharacterGhostObject::updateVelocity(btScalar dt) {
|
||||
if (_hovering) {
|
||||
_linearVelocity *= 0.99f; // HACK damping
|
||||
_linearVelocity *= 0.999f; // HACK damping
|
||||
} else {
|
||||
_linearVelocity += (dt * _gravity) * _upDirection;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateTraction() {
|
||||
void CharacterGhostObject::updateHoverState(const btVector3& position) {
|
||||
if (_onFloor) {
|
||||
_hovering = false;
|
||||
} else {
|
||||
// cast a ray down looking for floor support
|
||||
CharacterRayResult rayResult(this);
|
||||
btScalar distanceToFeet = _radius + _halfHeight;
|
||||
btScalar slop = 2.0f * getCollisionShape()->getMargin(); // slop to help ray start OUTSIDE the floor object
|
||||
btVector3 startPos = position - ((distanceToFeet - slop) * _upDirection);
|
||||
btVector3 endPos = startPos - (2.0f * distanceToFeet) * _upDirection;
|
||||
rayTest(startPos, endPos, rayResult);
|
||||
// we're hovering if the ray didn't hit anything or hit unstandable slope
|
||||
_hovering = !rayResult.hasHit() || rayResult.m_hitNormalWorld.dot(_upDirection) < _maxWallNormalUpComponent;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateTraction(const btVector3& position) {
|
||||
updateHoverState(position);
|
||||
if (_hovering) {
|
||||
_linearVelocity = _motorVelocity;
|
||||
} else if (_onFloor) {
|
||||
btVector3 pathDirection = _floorNormal.cross(_motorVelocity).cross(_floorNormal);
|
||||
// compute a velocity that swings the capsule around the _floorContact
|
||||
btVector3 leverArm = _floorContact - position;
|
||||
btVector3 pathDirection = leverArm.cross(_motorVelocity.cross(leverArm));
|
||||
btScalar pathLength = pathDirection.length();
|
||||
if (pathLength > FLT_EPSILON) {
|
||||
_linearVelocity = (_motorSpeed / pathLength) * pathDirection;
|
||||
|
@ -360,13 +391,3 @@ btScalar CharacterGhostObject::measureAvailableStepHeight() const {
|
|||
return result.m_closestHitFraction * _maxStepHeight;
|
||||
}
|
||||
|
||||
void CharacterGhostObject::updateHoverState(const btTransform& transform) {
|
||||
// cast a ray down looking for floor support
|
||||
CharacterRayResult rayResult(this);
|
||||
btVector3 startPos = transform.getOrigin() - ((_distanceToFeet - 0.1f) * _upDirection); // 0.1 HACK to make ray hit
|
||||
btVector3 endPos = startPos - (2.0f * _distanceToFeet) * _upDirection;
|
||||
rayTest(startPos, endPos, rayResult);
|
||||
// we're hovering if the ray didn't hit an object we can stand on
|
||||
_hovering = !(rayResult.hasHit() && rayResult.m_hitNormalWorld.dot(_upDirection) > _maxWallNormalUpComponent);
|
||||
}
|
||||
|
||||
|
|
|
@ -31,7 +31,7 @@ public:
|
|||
void setCollisionGroupAndMask(int16_t group, int16_t mask);
|
||||
void getCollisionGroupAndMask(int16_t& group, int16_t& mask) const;
|
||||
|
||||
void setDistanceToFeet(btScalar distance) { _distanceToFeet = distance; }
|
||||
void setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight);
|
||||
void setUpDirection(const btVector3& up);
|
||||
void setMotorVelocity(const btVector3& velocity);
|
||||
void setGravity(btScalar gravity) { _gravity = gravity; } // NOTE: we expect _gravity to be negative (in _upDirection)
|
||||
|
@ -50,6 +50,9 @@ public:
|
|||
const btTransform& start,
|
||||
const btTransform& end,
|
||||
CharacterSweepResult& result) const;
|
||||
|
||||
bool isHovering() const { return _hovering; }
|
||||
|
||||
protected:
|
||||
void removeFromWorld();
|
||||
void addToWorld();
|
||||
|
@ -61,17 +64,20 @@ protected:
|
|||
bool resolvePenetration(int numTries);
|
||||
void refreshOverlappingPairCache();
|
||||
void updateVelocity(btScalar dt);
|
||||
void updateTraction();
|
||||
void updateTraction(const btVector3& position);
|
||||
btScalar measureAvailableStepHeight() const;
|
||||
void updateHoverState(const btTransform& transform);
|
||||
void updateHoverState(const btVector3& position);
|
||||
|
||||
protected:
|
||||
btVector3 _upDirection { 0.0f, 1.0f, 0.0f }; // input, up in world-frame
|
||||
btVector3 _motorVelocity { 0.0f, 0.0f, 0.0f }; // input, velocity character is trying to achieve
|
||||
btVector3 _linearVelocity { 0.0f, 0.0f, 0.0f }; // internal, actual character velocity
|
||||
btVector3 _floorNormal { 0.0f, 0.0f, 0.0f }; // internal, probable floor normal
|
||||
btVector3 _floorContact { 0.0f, 0.0f, 0.0f }; // internal, last floor contact point
|
||||
btCollisionWorld* _world { nullptr }; // input, pointer to world
|
||||
btScalar _distanceToFeet { 0.0f }; // input, distance from object center to lowest point on shape
|
||||
//btScalar _distanceToFeet { 0.0f }; // input, distance from object center to lowest point on shape
|
||||
btScalar _halfHeight { 0.0f };
|
||||
btScalar _radius { 0.0f };
|
||||
btScalar _motorSpeed { 0.0f }; // internal, cached for speed
|
||||
btScalar _gravity { 0.0f }; // input, amplitude of gravity along _upDirection (should be negative)
|
||||
btScalar _maxWallNormalUpComponent { 0.0f }; // input: max vertical component of wall normal
|
||||
|
|
Loading…
Reference in a new issue