void DynamicCharacterController::preSimulation(btScalar timeStep) {
    if (_enabled && _dynamicsWorld) {
        glm::quat rotation = _avatarData->getOrientation();

        // TODO: update gravity if up has changed
        updateUpAxis(rotation);

        glm::vec3 position = _avatarData->getPosition() + rotation * _shapeLocalOffset;
        _rigidBody->setWorldTransform(btTransform(glmToBullet(rotation), glmToBullet(position)));

        // the rotation is dictated by AvatarData
        btTransform xform = _rigidBody->getWorldTransform();
        xform.setRotation(glmToBullet(rotation));
        _rigidBody->setWorldTransform(xform);

        // scan for distant floor
        // rayStart is at center of bottom sphere
        btVector3 rayStart = xform.getOrigin() - _halfHeight * _currentUp;
    
        // rayEnd is straight down MAX_FALL_HEIGHT
        btScalar rayLength = _radius + MAX_FALL_HEIGHT;
        btVector3 rayEnd = rayStart - rayLength * _currentUp;
    
        ClosestNotMe rayCallback(_rigidBody);
        rayCallback.m_closestHitFraction = 1.0f;
        _dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
        if (rayCallback.hasHit()) {
            _floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
            const btScalar MIN_HOVER_HEIGHT = 3.0f;
            if (_isHovering && _floorDistance < MIN_HOVER_HEIGHT && !_isPushingUp) {
                setHovering(false);
            } 
            // TODO: use collision events rather than ray-trace test to disable jumping
            const btScalar JUMP_PROXIMITY_THRESHOLD = 0.1f * _radius;
            if (_floorDistance < JUMP_PROXIMITY_THRESHOLD) {
                _isJumping = false;
            }
        } else {
            _floorDistance = FLT_MAX;
            setHovering(true);
        }

        _walkVelocity = glmToBullet(_avatarData->getTargetVelocity());

        if (_pendingFlags & PENDING_FLAG_JUMP) {
            _pendingFlags &= ~ PENDING_FLAG_JUMP;
            if (onGround()) {
                _isJumping = true;
                btVector3 velocity = _rigidBody->getLinearVelocity();
                velocity += _jumpSpeed * _currentUp;
                _rigidBody->setLinearVelocity(velocity);
            }
        }
    }
}
Exemplo n.º 2
0
void MyCharacterController::preSimulation() {
    if (_enabled && _dynamicsWorld) {
        // slam body to where it is supposed to be
        _rigidBody->setWorldTransform(_avatarBodyTransform);

        // scan for distant floor
        // rayStart is at center of bottom sphere
        btVector3 rayStart = _avatarBodyTransform.getOrigin() - _halfHeight * _currentUp;
    
        // rayEnd is straight down MAX_FALL_HEIGHT
        btScalar rayLength = _radius + MAX_FALL_HEIGHT;
        btVector3 rayEnd = rayStart - rayLength * _currentUp;
    
        ClosestNotMe rayCallback(_rigidBody);
        rayCallback.m_closestHitFraction = 1.0f;
        _dynamicsWorld->rayTest(rayStart, rayEnd, rayCallback);
        if (rayCallback.hasHit()) {
            _floorDistance = rayLength * rayCallback.m_closestHitFraction - _radius;
            const btScalar MIN_HOVER_HEIGHT = 3.0f;
            if (_isHovering && _floorDistance < MIN_HOVER_HEIGHT && !_isPushingUp) {
                setHovering(false);
            } 
            // TODO: use collision events rather than ray-trace test to disable jumping
            const btScalar JUMP_PROXIMITY_THRESHOLD = 0.1f * _radius;
            if (_floorDistance < JUMP_PROXIMITY_THRESHOLD) {
                _isJumping = false;
            }
        } else {
            _floorDistance = FLT_MAX;
            setHovering(true);
        }

        if (_pendingFlags & PENDING_FLAG_JUMP) {
            _pendingFlags &= ~ PENDING_FLAG_JUMP;
            if (onGround()) {
                _isJumping = true;
                btVector3 velocity = _rigidBody->getLinearVelocity();
                velocity += _jumpSpeed * _currentUp;
                _rigidBody->setLinearVelocity(velocity);
            }
        }
    }
    _lastStepDuration = 0.0f;
}
Exemplo n.º 3
0
void MyCharacterController::setEnabled(bool enabled) {
    if (enabled != _enabled) {
        if (enabled) {
            // Don't bother clearing REMOVE bit since it might be paired with an UPDATE_SHAPE bit.
            // Setting the ADD bit here works for all cases so we don't even bother checking other bits.
            _pendingFlags |= PENDING_FLAG_ADD_TO_SIMULATION;
        } else {
            if (_dynamicsWorld) {
                _pendingFlags |= PENDING_FLAG_REMOVE_FROM_SIMULATION;
            }
            _pendingFlags &= ~ PENDING_FLAG_ADD_TO_SIMULATION;
            _isOnGround = false;
        }
        setHovering(true);
        _enabled = enabled;
    }
}
Exemplo n.º 4
0
void MyCharacterController::jump() {
    // check for case where user is holding down "jump" key...
    // we'll eventually tansition to "hover"
    if (!_isJumping) {
        if (!_isHovering) {
            _jumpToHoverStart = usecTimestampNow();
            _pendingFlags |= PENDING_FLAG_JUMP;
        }
    } else {
        quint64 now = usecTimestampNow();
        const quint64 JUMP_TO_HOVER_PERIOD = 75 * (USECS_PER_SECOND / 100);
        if (now - _jumpToHoverStart > JUMP_TO_HOVER_PERIOD) {
            _isPushingUp = true;
            setHovering(true);
        }
    }
}