1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. |
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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | #include "LinearMath/btIDebugDraw.h" |
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17 | #include "BulletCollision/CollisionDispatch/btGhostObject.h" |
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18 | #include "BulletCollision/CollisionShapes/btMultiSphereShape.h" |
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19 | #include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h" |
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20 | #include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" |
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21 | #include "BulletCollision/CollisionDispatch/btCollisionWorld.h" |
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22 | #include "LinearMath/btDefaultMotionState.h" |
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23 | #include "btKinematicCharacterController.h" |
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24 | |
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25 | ///@todo Interact with dynamic objects, |
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26 | ///Ride kinematicly animated platforms properly |
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27 | ///More realistic (or maybe just a config option) falling |
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28 | /// -> Should integrate falling velocity manually and use that in stepDown() |
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29 | ///Support jumping |
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30 | ///Support ducking |
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31 | class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback |
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32 | { |
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33 | public: |
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34 | btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) |
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35 | { |
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36 | m_me = me; |
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37 | } |
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38 | |
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39 | virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) |
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40 | { |
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41 | if (rayResult.m_collisionObject == m_me) |
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42 | return 1.0; |
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43 | |
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44 | return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); |
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45 | } |
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46 | protected: |
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47 | btCollisionObject* m_me; |
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48 | }; |
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49 | |
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50 | class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback |
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51 | { |
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52 | public: |
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53 | btKinematicClosestNotMeConvexResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) |
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54 | { |
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55 | m_me = me; |
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56 | } |
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57 | |
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58 | virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace) |
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59 | { |
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60 | if (convexResult.m_hitCollisionObject == m_me) |
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61 | return 1.0; |
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62 | |
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63 | return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace); |
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64 | } |
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65 | protected: |
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66 | btCollisionObject* m_me; |
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67 | }; |
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68 | |
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69 | /* |
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70 | * Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal' |
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71 | * |
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72 | * from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html |
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73 | */ |
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74 | btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal) |
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75 | { |
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76 | return direction - (btScalar(2.0) * direction.dot(normal)) * normal; |
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77 | } |
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78 | |
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79 | /* |
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80 | * Returns the portion of 'direction' that is parallel to 'normal' |
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81 | */ |
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82 | btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal) |
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83 | { |
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84 | btScalar magnitude = direction.dot(normal); |
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85 | return normal * magnitude; |
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86 | } |
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87 | |
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88 | /* |
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89 | * Returns the portion of 'direction' that is perpindicular to 'normal' |
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90 | */ |
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91 | btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal) |
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92 | { |
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93 | return direction - parallelComponent(direction, normal); |
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94 | } |
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95 | |
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96 | btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight) |
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97 | { |
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98 | m_addedMargin = 0.02f; |
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99 | m_walkDirection.setValue(0,0,0); |
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100 | m_useGhostObjectSweepTest = true; |
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101 | m_ghostObject = ghostObject; |
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102 | m_stepHeight = stepHeight; |
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103 | m_turnAngle = btScalar(0.0); |
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104 | m_convexShape=convexShape; |
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105 | |
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106 | } |
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107 | |
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108 | btKinematicCharacterController::~btKinematicCharacterController () |
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109 | { |
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110 | } |
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111 | |
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112 | |
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113 | btPairCachingGhostObject* btKinematicCharacterController::getGhostObject() |
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114 | { |
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115 | return m_ghostObject; |
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116 | } |
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117 | |
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118 | bool btKinematicCharacterController::recoverFromPenetration (btCollisionWorld* collisionWorld) |
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119 | { |
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120 | |
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121 | bool penetration = false; |
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122 | |
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123 | collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher()); |
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124 | |
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125 | m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); |
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126 | |
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127 | btScalar maxPen = btScalar(0.0); |
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128 | for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++) |
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129 | { |
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130 | m_manifoldArray.resize(0); |
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131 | |
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132 | btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i]; |
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133 | |
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134 | if (collisionPair->m_algorithm) |
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135 | collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray); |
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136 | |
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137 | |
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138 | for (int j=0;j<m_manifoldArray.size();j++) |
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139 | { |
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140 | btPersistentManifold* manifold = m_manifoldArray[j]; |
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141 | btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0); |
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142 | for (int p=0;p<manifold->getNumContacts();p++) |
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143 | { |
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144 | const btManifoldPoint&pt = manifold->getContactPoint(p); |
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145 | |
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146 | if (pt.getDistance() < 0.0) |
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147 | { |
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148 | if (pt.getDistance() < maxPen) |
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149 | { |
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150 | maxPen = pt.getDistance(); |
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151 | m_touchingNormal = pt.m_normalWorldOnB * directionSign;//?? |
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152 | |
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153 | } |
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154 | m_currentPosition += pt.m_normalWorldOnB * directionSign * pt.getDistance() * btScalar(0.2); |
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155 | penetration = true; |
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156 | } else { |
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157 | //printf("touching %f\n", pt.getDistance()); |
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158 | } |
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159 | } |
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160 | |
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161 | //manifold->clearManifold(); |
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162 | } |
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163 | } |
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164 | btTransform newTrans = m_ghostObject->getWorldTransform(); |
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165 | newTrans.setOrigin(m_currentPosition); |
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166 | m_ghostObject->setWorldTransform(newTrans); |
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167 | // printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]); |
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168 | return penetration; |
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169 | } |
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170 | |
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171 | void btKinematicCharacterController::stepUp ( btCollisionWorld* world) |
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172 | { |
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173 | // phase 1: up |
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174 | btTransform start, end; |
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175 | m_targetPosition = m_currentPosition + btVector3 (btScalar(0.0), m_stepHeight, btScalar(0.0)); |
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176 | |
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177 | start.setIdentity (); |
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178 | end.setIdentity (); |
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179 | |
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180 | /* FIXME: Handle penetration properly */ |
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181 | start.setOrigin (m_currentPosition + btVector3(btScalar(0.0), btScalar(0.1), btScalar(0.0))); |
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182 | end.setOrigin (m_targetPosition); |
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183 | |
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184 | btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject); |
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185 | callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; |
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186 | callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; |
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187 | |
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188 | if (m_useGhostObjectSweepTest) |
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189 | { |
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190 | m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration); |
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191 | } |
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192 | else |
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193 | { |
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194 | world->convexSweepTest (m_convexShape, start, end, callback); |
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195 | } |
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196 | |
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197 | if (callback.hasHit()) |
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198 | { |
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199 | // we moved up only a fraction of the step height |
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200 | m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction; |
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201 | m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); |
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202 | } else { |
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203 | m_currentStepOffset = m_stepHeight; |
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204 | m_currentPosition = m_targetPosition; |
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205 | } |
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206 | } |
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207 | |
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208 | void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag) |
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209 | { |
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210 | btVector3 movementDirection = m_targetPosition - m_currentPosition; |
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211 | btScalar movementLength = movementDirection.length(); |
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212 | if (movementLength>SIMD_EPSILON) |
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213 | { |
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214 | movementDirection.normalize(); |
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215 | |
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216 | btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal); |
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217 | reflectDir.normalize(); |
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218 | |
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219 | btVector3 parallelDir, perpindicularDir; |
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220 | |
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221 | parallelDir = parallelComponent (reflectDir, hitNormal); |
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222 | perpindicularDir = perpindicularComponent (reflectDir, hitNormal); |
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223 | |
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224 | m_targetPosition = m_currentPosition; |
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225 | if (0)//tangentMag != 0.0) |
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226 | { |
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227 | btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength); |
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228 | // printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]); |
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229 | m_targetPosition += parComponent; |
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230 | } |
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231 | |
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232 | if (normalMag != 0.0) |
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233 | { |
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234 | btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength); |
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235 | // printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]); |
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236 | m_targetPosition += perpComponent; |
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237 | } |
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238 | } else |
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239 | { |
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240 | // printf("movementLength don't normalize a zero vector\n"); |
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241 | } |
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242 | } |
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243 | |
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244 | void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove) |
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245 | { |
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246 | |
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247 | btVector3 originalDir = walkMove.normalized(); |
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248 | if (walkMove.length() < SIMD_EPSILON) |
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249 | { |
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250 | originalDir.setValue(0.f,0.f,0.f); |
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251 | } |
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252 | // printf("originalDir=%f,%f,%f\n",originalDir[0],originalDir[1],originalDir[2]); |
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253 | // phase 2: forward and strafe |
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254 | btTransform start, end; |
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255 | m_targetPosition = m_currentPosition + walkMove; |
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256 | start.setIdentity (); |
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257 | end.setIdentity (); |
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258 | |
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259 | btScalar fraction = 1.0; |
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260 | btScalar distance2 = (m_currentPosition-m_targetPosition).length2(); |
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261 | // printf("distance2=%f\n",distance2); |
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262 | |
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263 | if (m_touchingContact) |
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264 | { |
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265 | if (originalDir.dot(m_touchingNormal) > btScalar(0.0)) |
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266 | updateTargetPositionBasedOnCollision (m_touchingNormal); |
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267 | } |
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268 | |
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269 | int maxIter = 10; |
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270 | |
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271 | while (fraction > btScalar(0.01) && maxIter-- > 0) |
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272 | { |
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273 | start.setOrigin (m_currentPosition); |
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274 | end.setOrigin (m_targetPosition); |
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275 | |
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276 | btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject); |
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277 | callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; |
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278 | callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; |
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279 | |
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280 | |
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281 | btScalar margin = m_convexShape->getMargin(); |
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282 | m_convexShape->setMargin(margin + m_addedMargin); |
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283 | |
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284 | |
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285 | if (m_useGhostObjectSweepTest) |
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286 | { |
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287 | m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); |
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288 | } else |
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289 | { |
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290 | collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); |
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291 | } |
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292 | |
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293 | m_convexShape->setMargin(margin); |
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294 | |
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295 | |
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296 | fraction -= callback.m_closestHitFraction; |
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297 | |
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298 | if (callback.hasHit()) |
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299 | { |
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300 | // we moved only a fraction |
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301 | btScalar hitDistance = (callback.m_hitPointWorld - m_currentPosition).length(); |
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302 | if (hitDistance<0.f) |
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303 | { |
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304 | // printf("neg dist?\n"); |
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305 | } |
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306 | |
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307 | /* If the distance is farther than the collision margin, move */ |
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308 | if (hitDistance > m_addedMargin) |
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309 | { |
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310 | // printf("callback.m_closestHitFraction=%f\n",callback.m_closestHitFraction); |
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311 | m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); |
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312 | } |
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313 | |
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314 | updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld); |
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315 | btVector3 currentDir = m_targetPosition - m_currentPosition; |
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316 | distance2 = currentDir.length2(); |
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317 | if (distance2 > SIMD_EPSILON) |
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318 | { |
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319 | currentDir.normalize(); |
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320 | /* See Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */ |
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321 | if (currentDir.dot(originalDir) <= btScalar(0.0)) |
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322 | { |
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323 | break; |
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324 | } |
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325 | } else |
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326 | { |
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327 | // printf("currentDir: don't normalize a zero vector\n"); |
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328 | break; |
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329 | } |
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330 | } else { |
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331 | // we moved whole way |
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332 | m_currentPosition = m_targetPosition; |
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333 | } |
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334 | |
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335 | // if (callback.m_closestHitFraction == 0.f) |
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336 | // break; |
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337 | |
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338 | } |
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339 | } |
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340 | |
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341 | void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt) |
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342 | { |
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343 | btTransform start, end; |
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344 | |
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345 | // phase 3: down |
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346 | btVector3 step_drop = btVector3(btScalar(0.0), m_currentStepOffset, btScalar(0.0)); |
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347 | btVector3 gravity_drop = btVector3(btScalar(0.0), m_stepHeight, btScalar(0.0)); |
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348 | m_targetPosition -= (step_drop + gravity_drop); |
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349 | |
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350 | start.setIdentity (); |
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351 | end.setIdentity (); |
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352 | |
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353 | start.setOrigin (m_currentPosition); |
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354 | end.setOrigin (m_targetPosition); |
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355 | |
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356 | btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject); |
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357 | callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; |
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358 | callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; |
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359 | |
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360 | if (m_useGhostObjectSweepTest) |
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361 | { |
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362 | m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); |
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363 | } else |
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364 | { |
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365 | collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); |
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366 | } |
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367 | |
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368 | if (callback.hasHit()) |
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369 | { |
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370 | // we dropped a fraction of the height -> hit floor |
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371 | m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); |
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372 | } else { |
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373 | // we dropped the full height |
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374 | |
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375 | m_currentPosition = m_targetPosition; |
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376 | } |
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377 | } |
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378 | |
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379 | void btKinematicCharacterController::reset () |
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380 | { |
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381 | } |
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382 | |
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383 | void btKinematicCharacterController::warp (const btVector3& origin) |
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384 | { |
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385 | btTransform xform; |
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386 | xform.setIdentity(); |
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387 | xform.setOrigin (origin); |
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388 | m_ghostObject->setWorldTransform (xform); |
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389 | } |
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390 | |
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391 | |
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392 | void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld) |
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393 | { |
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394 | |
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395 | int numPenetrationLoops = 0; |
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396 | m_touchingContact = false; |
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397 | while (recoverFromPenetration (collisionWorld)) |
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398 | { |
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399 | numPenetrationLoops++; |
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400 | m_touchingContact = true; |
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401 | if (numPenetrationLoops > 4) |
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402 | { |
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403 | // printf("character could not recover from penetration = %d\n", numPenetrationLoops); |
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404 | break; |
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405 | } |
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406 | } |
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407 | |
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408 | m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); |
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409 | m_targetPosition = m_currentPosition; |
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410 | // printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]); |
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411 | |
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412 | |
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413 | } |
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414 | |
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415 | void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt) |
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416 | { |
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417 | btTransform xform; |
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418 | xform = m_ghostObject->getWorldTransform (); |
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419 | |
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420 | // printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]); |
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421 | // printf("walkSpeed=%f\n",walkSpeed); |
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422 | |
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423 | stepUp (collisionWorld); |
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424 | stepForwardAndStrafe (collisionWorld, m_walkDirection); |
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425 | stepDown (collisionWorld, dt); |
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426 | |
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427 | xform.setOrigin (m_currentPosition); |
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428 | m_ghostObject->setWorldTransform (xform); |
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429 | } |
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430 | |
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431 | void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed) |
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432 | { |
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433 | m_fallSpeed = fallSpeed; |
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434 | } |
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435 | |
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436 | void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed) |
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437 | { |
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438 | m_jumpSpeed = jumpSpeed; |
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439 | } |
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440 | |
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441 | void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight) |
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442 | { |
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443 | m_maxJumpHeight = maxJumpHeight; |
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444 | } |
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445 | |
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446 | bool btKinematicCharacterController::canJump () const |
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447 | { |
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448 | return onGround(); |
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449 | } |
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450 | |
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451 | void btKinematicCharacterController::jump () |
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452 | { |
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453 | if (!canJump()) |
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454 | return; |
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455 | |
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456 | #if 0 |
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457 | currently no jumping. |
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458 | btTransform xform; |
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459 | m_rigidBody->getMotionState()->getWorldTransform (xform); |
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460 | btVector3 up = xform.getBasis()[1]; |
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461 | up.normalize (); |
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462 | btScalar magnitude = (btScalar(1.0)/m_rigidBody->getInvMass()) * btScalar(8.0); |
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463 | m_rigidBody->applyCentralImpulse (up * magnitude); |
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464 | #endif |
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465 | } |
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466 | |
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467 | bool btKinematicCharacterController::onGround () const |
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468 | { |
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469 | return true; |
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470 | } |
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