//// MyCharacterController.h// interface/src/avatar//// Created by AndrewMeadows 2015.10.21// Copyright 2015 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #ifndef hifi_MyCharacterController_h#define hifi_MyCharacterController_h #include <CharacterController.h>//#include <SharedUtil.h>#include <PhysicsEngine.h> class btCollisionShape;class MyAvatar;class DetailedMotionState; class MyCharacterController : public CharacterController {public: explicit MyCharacterController(std::shared_ptr<MyAvatar> avatar, const FollowTimePerType& followTimeRemainingPerType); ~MyCharacterController (); void addToWorld() override; void updateShapeIfNecessary() override; // Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too // complex (e.g. small 20k triangle static mesh) so instead we cast several rays forward and if they // don't hit anything we consider it a clean sweep. Hence this "Shotgun" code. class RayShotgunResult { public: void reset(); float hitFraction { 1.0f }; bool walkable { true }; }; /// return true if RayShotgun hits anything bool testRayShotgun(const glm::vec3& position, const glm::vec3& step, RayShotgunResult& result); void setDensity(btScalar density) { _density = density; } const btCollisionShape* createDetailedCollisionShapeForJoint(int32_t jointIndex); DetailedMotionState* createDetailedMotionStateForJoint(int32_t jointIndex); std::vector<DetailedMotionState*>& getDetailedMotionStates() { return _detailedMotionStates; } void clearDetailedMotionStates(); void buildPhysicsTransaction(PhysicsEngine::Transaction& transaction); struct RayAvatarResult { bool _intersect { false }; bool _isBound { false }; QUuid _intersectWithAvatar; int32_t _intersectWithJoint { -1 }; float _distance { 0.0f }; float _maxDistance { 0.0f }; QVariantMap _extraInfo; glm::vec3 _intersectionPoint; glm::vec3 _intersectionNormal; std::vector<int32_t> _boundJoints; }; std::vector<RayAvatarResult> rayTest(const btVector3& origin, const btVector3& direction, const btScalar& length, const QVector<uint>& jointsToExclude) const; int32_t computeCollisionMask() const override; void handleChangedCollisionMask() override; void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; } bool needsSafeLandingSupport() const; protected: void initRayShotgun(const btCollisionWorld* world); void updateMassProperties() override; private: btConvexHullShape* computeShape() const; protected: std::shared_ptr<MyAvatar> _avatar { nullptr }; // shotgun scan data btAlignedObjectArray<btVector3> _topPoints; btAlignedObjectArray<btVector3> _bottomPoints; btScalar _density { 1.0f }; std::vector<DetailedMotionState*> _detailedMotionStates; bool _collideWithOtherAvatars { true };}; #endif // hifi_MyCharacterController_h
//
// MyCharacterController.h
// interface/src/avatar
//
// Created by AndrewMeadows 2015.10.21
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_MyCharacterController_h
#define hifi_MyCharacterController_h
#include <CharacterController.h>
//#include <SharedUtil.h>
#include <PhysicsEngine.h>
class btCollisionShape;
class MyAvatar;
class DetailedMotionState;
class MyCharacterController : public CharacterController {
public:
explicit MyCharacterController(std::shared_ptr<MyAvatar> avatar, const FollowTimePerType& followTimeRemainingPerType);
~MyCharacterController ();
void addToWorld() override;
void updateShapeIfNecessary() override;
// Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too
// complex (e.g. small 20k triangle static mesh) so instead we cast several rays forward and if they
// don't hit anything we consider it a clean sweep. Hence this "Shotgun" code.
class RayShotgunResult {
public:
void reset();
float hitFraction { 1.0f };
bool walkable { true };
};
/// return true if RayShotgun hits anything
bool testRayShotgun(const glm::vec3& position, const glm::vec3& step, RayShotgunResult& result);
void setDensity(btScalar density) { _density = density; }
const btCollisionShape* createDetailedCollisionShapeForJoint(int32_t jointIndex);
DetailedMotionState* createDetailedMotionStateForJoint(int32_t jointIndex);
std::vector<DetailedMotionState*>& getDetailedMotionStates() { return _detailedMotionStates; }
void clearDetailedMotionStates();
void buildPhysicsTransaction(PhysicsEngine::Transaction& transaction);
struct RayAvatarResult {
bool _intersect { false };
bool _isBound { false };
QUuid _intersectWithAvatar;
int32_t _intersectWithJoint { -1 };
float _distance { 0.0f };
float _maxDistance { 0.0f };
QVariantMap _extraInfo;
glm::vec3 _intersectionPoint;
glm::vec3 _intersectionNormal;
std::vector<int32_t> _boundJoints;
};
std::vector<RayAvatarResult> rayTest(const btVector3& origin, const btVector3& direction, const btScalar& length,
const QVector<uint>& jointsToExclude) const;
int32_t computeCollisionMask() const override;
void handleChangedCollisionMask() override;
void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; }
bool needsSafeLandingSupport() const;
protected:
void initRayShotgun(const btCollisionWorld* world);
void updateMassProperties() override;
private:
btConvexHullShape* computeShape() const;
protected:
std::shared_ptr<MyAvatar> _avatar { nullptr };
// shotgun scan data
btAlignedObjectArray<btVector3> _topPoints;
btAlignedObjectArray<btVector3> _bottomPoints;
btScalar _density { 1.0f };
std::vector<DetailedMotionState*> _detailedMotionStates;
bool _collideWithOtherAvatars { true };
};
#endif // hifi_MyCharacterController_h