//// CharacterControllerInterface.h// libraries/physics/src//// Created by Andrew Meadows 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_CharacterController_h#define hifi_CharacterController_h #include <assert.h>#include <stdint.h>#include <atomic>#include <btBulletDynamicsCommon.h>#include <BulletDynamics/Character/btCharacterControllerInterface.h> #include <GLMHelpers.h>#include <NumericalConstants.h> #include "AvatarConstants.h"#include "BulletUtil.h"#include "CharacterGhostObject.h"#include "PhysicsEngine.h"#include "PhysicsHelpers.h" const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2;const uint32_t PENDING_FLAG_JUMP = 1U << 3;const uint32_t PENDING_FLAG_UPDATE_COLLISION_MASK = 1U << 4;const uint32_t PENDING_FLAG_RECOMPUTE_FLYING = 1U << 5;const uint32_t PENDING_FLAG_ADD_DETAILED_TO_SIMULATION = 1U << 6;const uint32_t PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION = 1U << 7; const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f); const uint32_t NUM_SUBSTEPS_FOR_STUCK_TRANSITION = 6; // physics substepsconst uint32_t NUM_SUBSTEPS_FOR_SAFE_LANDING_RETRY = NUM_SUBSTEPS_PER_SECOND / 2; // retry every half second class btRigidBody;class btCollisionWorld;class btDynamicsWorld; //#define DEBUG_STATE_CHANGE const btScalar MAX_CHARACTER_MOTOR_TIMESCALE = 60.0f; // one minuteconst btScalar MIN_CHARACTER_MOTOR_TIMESCALE = 0.05f; class CharacterController : public btCharacterControllerInterface { public: enum class FollowType : uint8_t { Rotation = 0, Horizontal, Vertical, Count }; // Remaining follow time for each FollowType typedef std::array<float, static_cast<size_t>(FollowType::Count)> FollowTimePerType; // Follow time value meaning that we should snap immediately to the target. static constexpr float FOLLOW_TIME_IMMEDIATE_SNAP = FLT_MAX; CharacterController(const FollowTimePerType& followTimeRemainingPerType); virtual ~CharacterController(); bool needsRemoval() const; bool needsAddition() const; virtual void addToWorld(); void removeFromWorld(); btCollisionObject* getCollisionObject() { return _rigidBody; } void setGravity(float gravity); float getGravity(); void recomputeFlying(); virtual void updateShapeIfNecessary() = 0; // overrides from btCharacterControllerInterface virtual void setWalkDirection(const btVector3 &walkDirection) override { assert(false); } virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) override { assert(false); } virtual void reset(btCollisionWorld* collisionWorld) override {} virtual void warp(const btVector3& origin) override {} virtual void debugDraw(btIDebugDraw* debugDrawer) override {} virtual void setUpInterpolate(bool value) override {} virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) override; virtual void preStep(btCollisionWorld *collisionWorld) override; virtual void playerStep(btCollisionWorld *collisionWorld, btScalar dt) override; virtual bool canJump() const override { assert(false); return false; } // never call this virtual void jump(const btVector3& dir = btVector3(0.0f, 0.0f, 0.0f)) override; virtual bool onGround() const override; void clearMotors(); void addMotor(const glm::vec3& velocity, const glm::quat& rotation, float horizTimescale, float vertTimescale = -1.0f); void applyMotor(int index, btScalar dt, btVector3& worldVelocity, std::vector<btVector3>& velocities, std::vector<btScalar>& weights); void setStepUpEnabled(bool enabled) { _stepUpEnabled = enabled; } void computeNewVelocity(btScalar dt, btVector3& velocity); void computeNewVelocity(btScalar dt, glm::vec3& velocity); void setScaleFactor(btScalar scaleFactor) { _scaleFactor = scaleFactor; } // HACK for legacy 'thrust' feature void setLinearAcceleration(const glm::vec3& acceleration) { _linearAcceleration = glmToBullet(acceleration); } void preSimulation(); void postSimulation(); void setPositionAndOrientation(const glm::vec3& position, const glm::quat& orientation); void getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const; void setParentVelocity(const glm::vec3& parentVelocity); void setFollowParameters(const glm::mat4& desiredWorldMatrix); 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; float getCapsuleRadius() const { return _radius; } float getCapsuleHalfHeight() const { return _halfHeight; } glm::vec3 getCapsuleLocalOffset() const { return _shapeLocalOffset; } enum class State { Ground = 0, Takeoff, InAir, Hover, Seated }; State getState() const { return _state; } void updateState(); void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale); void setPhysicsEngine(const PhysicsEnginePointer& engine); bool isEnabledAndReady() const { return (bool)_physicsEngine; } bool isStuck() const { return _isStuck; } float getCollisionBrakeAttenuationFactor() const; void setCollisionless(bool collisionless); virtual int32_t computeCollisionMask() const = 0; virtual void handleChangedCollisionMask() = 0; bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation); void setZoneFlyingAllowed(bool value) { _zoneFlyingAllowed = value; } void setComfortFlyingAllowed(bool value) { _comfortFlyingAllowed = value; } void setHoverWhenUnsupported(bool value) { _hoverWhenUnsupported = value; } void setCollisionlessAllowed(bool value); void setPendingFlagsUpdateCollisionMask(){ _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK; } void setSeated(bool isSeated) { _isSeated = isSeated; } bool getSeated() const { return _isSeated; } void resetStuckCounter() { _numStuckSubsteps = 0; } protected:#ifdef DEBUG_STATE_CHANGE void setState(State state, const char* reason);#else void setState(State state);#endif virtual void updateMassProperties() = 0; void updateCurrentGravity(); void updateUpAxis(const glm::quat& rotation); bool checkForSupport(btCollisionWorld* collisionWorld); protected: struct CharacterMotor { CharacterMotor(const glm::vec3& vel, const glm::quat& rot, float horizTimescale, float vertTimescale = -1.0f); btVector3 velocity { btVector3(0.0f, 0.0f, 0.0f) }; // local-frame btQuaternion rotation; // local-to-world btScalar hTimescale { MAX_CHARACTER_MOTOR_TIMESCALE }; // horizontal btScalar vTimescale { MAX_CHARACTER_MOTOR_TIMESCALE }; // vertical }; std::vector<CharacterMotor> _motors; CharacterGhostObject _ghost; btVector3 _currentUp; btVector3 _targetVelocity; btVector3 _parentVelocity; btVector3 _preSimulationVelocity; btVector3 _velocityChange; btTransform _followDesiredBodyTransform; const FollowTimePerType& _followTimeRemainingPerType; btTransform _characterBodyTransform; btVector3 _position; btQuaternion _rotation; glm::vec3 _shapeLocalOffset; glm::vec3 _boxScale; // used to compute capsule shape quint64 _rayHitStartTime; quint64 _takeoffToInAirStartTime; quint64 _jumpButtonDownStartTime; quint32 _jumpButtonDownCount; quint32 _takeoffJumpButtonID; // data for walking up steps btVector3 _stepPoint { 0.0f, 0.0f, 0.0f }; btVector3 _stepNormal { 0.0f, 0.0f, 0.0f }; btScalar _stepHeight { 0.0f }; btScalar _minStepHeight { 0.0f }; btScalar _maxStepHeight { 0.0f }; btScalar _minFloorNormalDotUp { DEFAULT_MIN_FLOOR_NORMAL_DOT_UP }; btScalar _halfHeight { 0.0f }; btScalar _radius { 0.0f }; btScalar _floorDistance; bool _steppingUp { false }; bool _stepUpEnabled { true }; bool _hasSupport; btScalar _currentGravity { 0.0f }; btScalar _gravity { DEFAULT_AVATAR_GRAVITY }; btScalar _followTime; btVector3 _followLinearDisplacement; btQuaternion _followAngularDisplacement; btVector3 _linearAcceleration; btVector3 _netCollisionImpulse; State _state; bool _isPushingUp; bool _isStuck { false }; bool _isSeated { false }; float _collisionBrake { 0.0f }; PhysicsEnginePointer _physicsEngine { nullptr }; btRigidBody* _rigidBody { nullptr }; uint32_t _pendingFlags { 0 }; uint32_t _previousFlags { 0 }; uint32_t _stuckTransitionCount { 0 }; uint32_t _numStuckSubsteps { 0 }; bool _inWorld { false }; bool _zoneFlyingAllowed { true }; bool _comfortFlyingAllowed { true }; bool _hoverWhenUnsupported{ true }; bool _collisionlessAllowed { true }; bool _collisionless { false }; btScalar _scaleFactor { 1.0f };}; #endif // hifi_CharacterController_h
//
// CharacterControllerInterface.h
// libraries/physics/src
//
// Created by Andrew Meadows 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_CharacterController_h
#define hifi_CharacterController_h
#include <assert.h>
#include <stdint.h>
#include <atomic>
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
#include <GLMHelpers.h>
#include <NumericalConstants.h>
#include "AvatarConstants.h"
#include "BulletUtil.h"
#include "CharacterGhostObject.h"
#include "PhysicsEngine.h"
#include "PhysicsHelpers.h"
const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0;
const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1;
const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2;
const uint32_t PENDING_FLAG_JUMP = 1U << 3;
const uint32_t PENDING_FLAG_UPDATE_COLLISION_MASK = 1U << 4;
const uint32_t PENDING_FLAG_RECOMPUTE_FLYING = 1U << 5;
const uint32_t PENDING_FLAG_ADD_DETAILED_TO_SIMULATION = 1U << 6;
const uint32_t PENDING_FLAG_REMOVE_DETAILED_FROM_SIMULATION = 1U << 7;
const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f);
const uint32_t NUM_SUBSTEPS_FOR_STUCK_TRANSITION = 6; // physics substeps
const uint32_t NUM_SUBSTEPS_FOR_SAFE_LANDING_RETRY = NUM_SUBSTEPS_PER_SECOND / 2; // retry every half second
class btRigidBody;
class btCollisionWorld;
class btDynamicsWorld;
//#define DEBUG_STATE_CHANGE
const btScalar MAX_CHARACTER_MOTOR_TIMESCALE = 60.0f; // one minute
const btScalar MIN_CHARACTER_MOTOR_TIMESCALE = 0.05f;
class CharacterController : public btCharacterControllerInterface {
public:
enum class FollowType : uint8_t {
Rotation = 0,
Horizontal,
Vertical,
Count
};
// Remaining follow time for each FollowType
typedef std::array<float, static_cast<size_t>(FollowType::Count)> FollowTimePerType;
// Follow time value meaning that we should snap immediately to the target.
static constexpr float FOLLOW_TIME_IMMEDIATE_SNAP = FLT_MAX;
CharacterController(const FollowTimePerType& followTimeRemainingPerType);
virtual ~CharacterController();
bool needsRemoval() const;
bool needsAddition() const;
virtual void addToWorld();
void removeFromWorld();
btCollisionObject* getCollisionObject() { return _rigidBody; }
void setGravity(float gravity);
float getGravity();
void recomputeFlying();
virtual void updateShapeIfNecessary() = 0;
// overrides from btCharacterControllerInterface
virtual void setWalkDirection(const btVector3 &walkDirection) override { assert(false); }
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) override { assert(false); }
virtual void reset(btCollisionWorld* collisionWorld) override {}
virtual void warp(const btVector3& origin) override {}
virtual void debugDraw(btIDebugDraw* debugDrawer) override {}
virtual void setUpInterpolate(bool value) override {}
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) override;
virtual void preStep(btCollisionWorld *collisionWorld) override;
virtual void playerStep(btCollisionWorld *collisionWorld, btScalar dt) override;
virtual bool canJump() const override { assert(false); return false; } // never call this
virtual void jump(const btVector3& dir = btVector3(0.0f, 0.0f, 0.0f)) override;
virtual bool onGround() const override;
void clearMotors();
void addMotor(const glm::vec3& velocity, const glm::quat& rotation, float horizTimescale, float vertTimescale = -1.0f);
void applyMotor(int index, btScalar dt, btVector3& worldVelocity, std::vector<btVector3>& velocities, std::vector<btScalar>& weights);
void setStepUpEnabled(bool enabled) { _stepUpEnabled = enabled; }
void computeNewVelocity(btScalar dt, btVector3& velocity);
void computeNewVelocity(btScalar dt, glm::vec3& velocity);
void setScaleFactor(btScalar scaleFactor) { _scaleFactor = scaleFactor; }
// HACK for legacy 'thrust' feature
void setLinearAcceleration(const glm::vec3& acceleration) { _linearAcceleration = glmToBullet(acceleration); }
void preSimulation();
void postSimulation();
void setPositionAndOrientation(const glm::vec3& position, const glm::quat& orientation);
void getPositionAndOrientation(glm::vec3& position, glm::quat& rotation) const;
void setParentVelocity(const glm::vec3& parentVelocity);
void setFollowParameters(const glm::mat4& desiredWorldMatrix);
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;
float getCapsuleRadius() const { return _radius; }
float getCapsuleHalfHeight() const { return _halfHeight; }
glm::vec3 getCapsuleLocalOffset() const { return _shapeLocalOffset; }
enum class State {
Ground = 0,
Takeoff,
InAir,
Hover,
Seated
};
State getState() const { return _state; }
void updateState();
void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
void setPhysicsEngine(const PhysicsEnginePointer& engine);
bool isEnabledAndReady() const { return (bool)_physicsEngine; }
bool isStuck() const { return _isStuck; }
float getCollisionBrakeAttenuationFactor() const;
void setCollisionless(bool collisionless);
virtual int32_t computeCollisionMask() const = 0;
virtual void handleChangedCollisionMask() = 0;
bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
void setZoneFlyingAllowed(bool value) { _zoneFlyingAllowed = value; }
void setComfortFlyingAllowed(bool value) { _comfortFlyingAllowed = value; }
void setHoverWhenUnsupported(bool value) { _hoverWhenUnsupported = value; }
void setCollisionlessAllowed(bool value);
void setPendingFlagsUpdateCollisionMask(){ _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK; }
void setSeated(bool isSeated) { _isSeated = isSeated; }
bool getSeated() const { return _isSeated; }
void resetStuckCounter() { _numStuckSubsteps = 0; }
protected:
#ifdef DEBUG_STATE_CHANGE
void setState(State state, const char* reason);
#else
void setState(State state);
#endif
virtual void updateMassProperties() = 0;
void updateCurrentGravity();
void updateUpAxis(const glm::quat& rotation);
bool checkForSupport(btCollisionWorld* collisionWorld);
protected:
struct CharacterMotor {
CharacterMotor(const glm::vec3& vel, const glm::quat& rot, float horizTimescale, float vertTimescale = -1.0f);
btVector3 velocity { btVector3(0.0f, 0.0f, 0.0f) }; // local-frame
btQuaternion rotation; // local-to-world
btScalar hTimescale { MAX_CHARACTER_MOTOR_TIMESCALE }; // horizontal
btScalar vTimescale { MAX_CHARACTER_MOTOR_TIMESCALE }; // vertical
};
std::vector<CharacterMotor> _motors;
CharacterGhostObject _ghost;
btVector3 _currentUp;
btVector3 _targetVelocity;
btVector3 _parentVelocity;
btVector3 _preSimulationVelocity;
btVector3 _velocityChange;
btTransform _followDesiredBodyTransform;
const FollowTimePerType& _followTimeRemainingPerType;
btTransform _characterBodyTransform;
btVector3 _position;
btQuaternion _rotation;
glm::vec3 _shapeLocalOffset;
glm::vec3 _boxScale; // used to compute capsule shape
quint64 _rayHitStartTime;
quint64 _takeoffToInAirStartTime;
quint64 _jumpButtonDownStartTime;
quint32 _jumpButtonDownCount;
quint32 _takeoffJumpButtonID;
// data for walking up steps
btVector3 _stepPoint { 0.0f, 0.0f, 0.0f };
btVector3 _stepNormal { 0.0f, 0.0f, 0.0f };
btScalar _stepHeight { 0.0f };
btScalar _minStepHeight { 0.0f };
btScalar _maxStepHeight { 0.0f };
btScalar _minFloorNormalDotUp { DEFAULT_MIN_FLOOR_NORMAL_DOT_UP };
btScalar _halfHeight { 0.0f };
btScalar _radius { 0.0f };
btScalar _floorDistance;
bool _steppingUp { false };
bool _stepUpEnabled { true };
bool _hasSupport;
btScalar _currentGravity { 0.0f };
btScalar _gravity { DEFAULT_AVATAR_GRAVITY };
btScalar _followTime;
btVector3 _followLinearDisplacement;
btQuaternion _followAngularDisplacement;
btVector3 _linearAcceleration;
btVector3 _netCollisionImpulse;
State _state;
bool _isPushingUp;
bool _isStuck { false };
bool _isSeated { false };
float _collisionBrake { 0.0f };
PhysicsEnginePointer _physicsEngine { nullptr };
btRigidBody* _rigidBody { nullptr };
uint32_t _pendingFlags { 0 };
uint32_t _previousFlags { 0 };
uint32_t _stuckTransitionCount { 0 };
uint32_t _numStuckSubsteps { 0 };
bool _inWorld { false };
bool _zoneFlyingAllowed { true };
bool _comfortFlyingAllowed { true };
bool _hoverWhenUnsupported{ true };
bool _collisionlessAllowed { true };
bool _collisionless { false };
btScalar _scaleFactor { 1.0f };
};
#endif // hifi_CharacterController_h