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 | |
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17 | #include "LinearMath/btIDebugDraw.h" |
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18 | #include "BulletCollision/CollisionDispatch/btGhostObject.h" |
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19 | #include "BulletCollision/CollisionShapes/btMultiSphereShape.h" |
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20 | #include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h" |
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21 | #include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" |
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22 | #include "BulletCollision/CollisionDispatch/btCollisionWorld.h" |
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23 | #include "LinearMath/btDefaultMotionState.h" |
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24 | #include "btKinematicCharacterController.h" |
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25 | |
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26 | |
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27 | // static helper method |
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28 | static btVector3 |
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29 | getNormalizedVector(const btVector3& v) |
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30 | { |
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31 | btVector3 n = v.normalized(); |
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32 | if (n.length() < SIMD_EPSILON) { |
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33 | n.setValue(0, 0, 0); |
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34 | } |
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35 | return n; |
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36 | } |
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37 | |
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38 | |
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39 | ///@todo Interact with dynamic objects, |
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40 | ///Ride kinematicly animated platforms properly |
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41 | ///More realistic (or maybe just a config option) falling |
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42 | /// -> Should integrate falling velocity manually and use that in stepDown() |
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43 | ///Support jumping |
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44 | ///Support ducking |
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45 | class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback |
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46 | { |
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47 | public: |
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48 | btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) |
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49 | { |
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50 | m_me = me; |
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51 | } |
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52 | |
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53 | virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) |
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54 | { |
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55 | if (rayResult.m_collisionObject == m_me) |
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56 | return 1.0; |
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57 | |
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58 | return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); |
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59 | } |
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60 | protected: |
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61 | btCollisionObject* m_me; |
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62 | }; |
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63 | |
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64 | class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback |
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65 | { |
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66 | public: |
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67 | btKinematicClosestNotMeConvexResultCallback (btCollisionObject* me, const btVector3& up, btScalar minSlopeDot) |
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68 | : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) |
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69 | , m_me(me) |
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70 | , m_up(up) |
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71 | , m_minSlopeDot(minSlopeDot) |
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72 | { |
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73 | } |
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74 | |
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75 | virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace) |
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76 | { |
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77 | if (convexResult.m_hitCollisionObject == m_me) |
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78 | return btScalar(1.0); |
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79 | |
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80 | btVector3 hitNormalWorld; |
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81 | if (normalInWorldSpace) |
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82 | { |
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83 | hitNormalWorld = convexResult.m_hitNormalLocal; |
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84 | } else |
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85 | { |
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86 | ///need to transform normal into worldspace |
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87 | hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal; |
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88 | } |
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89 | |
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90 | btScalar dotUp = m_up.dot(hitNormalWorld); |
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91 | if (dotUp < m_minSlopeDot) { |
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92 | return btScalar(1.0); |
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93 | } |
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94 | |
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95 | return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace); |
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96 | } |
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97 | protected: |
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98 | btCollisionObject* m_me; |
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99 | const btVector3 m_up; |
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100 | btScalar m_minSlopeDot; |
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101 | }; |
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102 | |
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103 | /* |
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104 | * Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal' |
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105 | * |
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106 | * from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html |
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107 | */ |
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108 | btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal) |
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109 | { |
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110 | return direction - (btScalar(2.0) * direction.dot(normal)) * normal; |
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111 | } |
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112 | |
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113 | /* |
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114 | * Returns the portion of 'direction' that is parallel to 'normal' |
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115 | */ |
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116 | btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal) |
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117 | { |
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118 | btScalar magnitude = direction.dot(normal); |
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119 | return normal * magnitude; |
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120 | } |
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121 | |
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122 | /* |
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123 | * Returns the portion of 'direction' that is perpindicular to 'normal' |
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124 | */ |
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125 | btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal) |
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126 | { |
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127 | return direction - parallelComponent(direction, normal); |
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128 | } |
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129 | |
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130 | btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis) |
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131 | { |
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132 | m_upAxis = upAxis; |
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133 | m_addedMargin = 0.02; |
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134 | m_walkDirection.setValue(0,0,0); |
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135 | m_useGhostObjectSweepTest = true; |
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136 | m_ghostObject = ghostObject; |
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137 | m_stepHeight = stepHeight; |
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138 | m_turnAngle = btScalar(0.0); |
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139 | m_convexShape=convexShape; |
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140 | m_useWalkDirection = true; // use walk direction by default, legacy behavior |
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141 | m_velocityTimeInterval = 0.0; |
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142 | m_verticalVelocity = 0.0; |
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143 | m_verticalOffset = 0.0; |
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144 | m_gravity = 9.8 * 3 ; // 3G acceleration. |
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145 | m_fallSpeed = 55.0; // Terminal velocity of a sky diver in m/s. |
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146 | m_jumpSpeed = 10.0; // ? |
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147 | m_wasOnGround = false; |
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148 | m_wasJumping = false; |
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149 | setMaxSlope(btRadians(45.0)); |
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150 | } |
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151 | |
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152 | btKinematicCharacterController::~btKinematicCharacterController () |
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153 | { |
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154 | } |
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155 | |
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156 | btPairCachingGhostObject* btKinematicCharacterController::getGhostObject() |
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157 | { |
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158 | return m_ghostObject; |
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159 | } |
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160 | |
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161 | bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* collisionWorld) |
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162 | { |
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163 | |
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164 | bool penetration = false; |
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165 | |
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166 | collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher()); |
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167 | |
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168 | m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); |
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169 | |
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170 | btScalar maxPen = btScalar(0.0); |
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171 | for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++) |
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172 | { |
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173 | m_manifoldArray.resize(0); |
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174 | |
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175 | btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i]; |
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176 | |
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177 | if (collisionPair->m_algorithm) |
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178 | collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray); |
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179 | |
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180 | |
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181 | for (int j=0;j<m_manifoldArray.size();j++) |
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182 | { |
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183 | btPersistentManifold* manifold = m_manifoldArray[j]; |
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184 | btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0); |
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185 | for (int p=0;p<manifold->getNumContacts();p++) |
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186 | { |
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187 | const btManifoldPoint&pt = manifold->getContactPoint(p); |
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188 | |
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189 | btScalar dist = pt.getDistance(); |
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190 | |
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191 | if (dist < 0.0) |
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192 | { |
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193 | if (dist < maxPen) |
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194 | { |
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195 | maxPen = dist; |
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196 | m_touchingNormal = pt.m_normalWorldOnB * directionSign;//?? |
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197 | |
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198 | } |
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199 | m_currentPosition += pt.m_normalWorldOnB * directionSign * dist * btScalar(0.2); |
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200 | penetration = true; |
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201 | } else { |
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202 | //printf("touching %f\n", dist); |
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203 | } |
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204 | } |
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205 | |
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206 | //manifold->clearManifold(); |
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207 | } |
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208 | } |
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209 | btTransform newTrans = m_ghostObject->getWorldTransform(); |
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210 | newTrans.setOrigin(m_currentPosition); |
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211 | m_ghostObject->setWorldTransform(newTrans); |
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212 | // printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]); |
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213 | return penetration; |
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214 | } |
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215 | |
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216 | void btKinematicCharacterController::stepUp ( btCollisionWorld* world) |
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217 | { |
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218 | // phase 1: up |
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219 | btTransform start, end; |
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220 | m_targetPosition = m_currentPosition + getUpAxisDirections()[m_upAxis] * (m_stepHeight + (m_verticalOffset > 0.f?m_verticalOffset:0.f)); |
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221 | |
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222 | start.setIdentity (); |
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223 | end.setIdentity (); |
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224 | |
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225 | /* FIXME: Handle penetration properly */ |
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226 | start.setOrigin (m_currentPosition + getUpAxisDirections()[m_upAxis] * (m_convexShape->getMargin() + m_addedMargin)); |
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227 | end.setOrigin (m_targetPosition); |
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228 | |
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229 | btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, -getUpAxisDirections()[m_upAxis], btScalar(0.7071)); |
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230 | callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; |
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231 | callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; |
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232 | |
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233 | if (m_useGhostObjectSweepTest) |
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234 | { |
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235 | m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration); |
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236 | } |
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237 | else |
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238 | { |
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239 | world->convexSweepTest (m_convexShape, start, end, callback); |
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240 | } |
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241 | |
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242 | if (callback.hasHit()) |
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243 | { |
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244 | // Only modify the position if the hit was a slope and not a wall or ceiling. |
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245 | if(callback.m_hitNormalWorld.dot(getUpAxisDirections()[m_upAxis]) > 0.0) |
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246 | { |
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247 | // we moved up only a fraction of the step height |
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248 | m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction; |
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249 | m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); |
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250 | } |
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251 | m_verticalVelocity = 0.0; |
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252 | m_verticalOffset = 0.0; |
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253 | } else { |
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254 | m_currentStepOffset = m_stepHeight; |
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255 | m_currentPosition = m_targetPosition; |
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256 | } |
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257 | } |
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258 | |
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259 | void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag) |
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260 | { |
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261 | btVector3 movementDirection = m_targetPosition - m_currentPosition; |
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262 | btScalar movementLength = movementDirection.length(); |
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263 | if (movementLength>SIMD_EPSILON) |
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264 | { |
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265 | movementDirection.normalize(); |
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266 | |
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267 | btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal); |
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268 | reflectDir.normalize(); |
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269 | |
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270 | btVector3 parallelDir, perpindicularDir; |
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271 | |
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272 | parallelDir = parallelComponent (reflectDir, hitNormal); |
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273 | perpindicularDir = perpindicularComponent (reflectDir, hitNormal); |
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274 | |
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275 | m_targetPosition = m_currentPosition; |
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276 | if (0)//tangentMag != 0.0) |
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277 | { |
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278 | btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength); |
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279 | // printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]); |
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280 | m_targetPosition += parComponent; |
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281 | } |
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282 | |
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283 | if (normalMag != 0.0) |
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284 | { |
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285 | btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength); |
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286 | // printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]); |
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287 | m_targetPosition += perpComponent; |
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288 | } |
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289 | } else |
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290 | { |
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291 | // printf("movementLength don't normalize a zero vector\n"); |
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292 | } |
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293 | } |
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294 | |
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295 | void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove) |
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296 | { |
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297 | // printf("m_normalizedDirection=%f,%f,%f\n", |
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298 | // m_normalizedDirection[0],m_normalizedDirection[1],m_normalizedDirection[2]); |
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299 | // phase 2: forward and strafe |
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300 | btTransform start, end; |
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301 | m_targetPosition = m_currentPosition + walkMove; |
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302 | |
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303 | start.setIdentity (); |
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304 | end.setIdentity (); |
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305 | |
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306 | btScalar fraction = 1.0; |
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307 | btScalar distance2 = (m_currentPosition-m_targetPosition).length2(); |
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308 | // printf("distance2=%f\n",distance2); |
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309 | |
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310 | if (m_touchingContact) |
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311 | { |
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312 | if (m_normalizedDirection.dot(m_touchingNormal) > btScalar(0.0)) |
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313 | { |
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314 | updateTargetPositionBasedOnCollision (m_touchingNormal); |
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315 | } |
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316 | } |
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317 | |
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318 | int maxIter = 10; |
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319 | |
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320 | while (fraction > btScalar(0.01) && maxIter-- > 0) |
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321 | { |
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322 | start.setOrigin (m_currentPosition); |
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323 | end.setOrigin (m_targetPosition); |
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324 | btVector3 sweepDirNegative(m_currentPosition - m_targetPosition); |
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325 | |
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326 | btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, sweepDirNegative, btScalar(0.0)); |
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327 | callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; |
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328 | callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; |
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329 | |
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330 | |
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331 | btScalar margin = m_convexShape->getMargin(); |
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332 | m_convexShape->setMargin(margin + m_addedMargin); |
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333 | |
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334 | |
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335 | if (m_useGhostObjectSweepTest) |
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336 | { |
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337 | m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); |
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338 | } else |
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339 | { |
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340 | collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); |
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341 | } |
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342 | |
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343 | m_convexShape->setMargin(margin); |
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344 | |
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345 | |
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346 | fraction -= callback.m_closestHitFraction; |
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347 | |
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348 | if (callback.hasHit()) |
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349 | { |
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350 | // we moved only a fraction |
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351 | btScalar hitDistance; |
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352 | hitDistance = (callback.m_hitPointWorld - m_currentPosition).length(); |
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353 | |
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354 | // m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); |
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355 | |
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356 | updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld); |
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357 | btVector3 currentDir = m_targetPosition - m_currentPosition; |
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358 | distance2 = currentDir.length2(); |
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359 | if (distance2 > SIMD_EPSILON) |
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360 | { |
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361 | currentDir.normalize(); |
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362 | /* See Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */ |
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363 | if (currentDir.dot(m_normalizedDirection) <= btScalar(0.0)) |
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364 | { |
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365 | break; |
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366 | } |
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367 | } else |
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368 | { |
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369 | // printf("currentDir: don't normalize a zero vector\n"); |
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370 | break; |
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371 | } |
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372 | |
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373 | } else { |
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374 | // we moved whole way |
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375 | m_currentPosition = m_targetPosition; |
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376 | } |
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377 | |
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378 | // if (callback.m_closestHitFraction == 0.f) |
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379 | // break; |
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380 | |
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381 | } |
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382 | } |
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383 | |
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384 | void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt) |
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385 | { |
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386 | btTransform start, end; |
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387 | |
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388 | // phase 3: down |
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389 | /*btScalar additionalDownStep = (m_wasOnGround && !onGround()) ? m_stepHeight : 0.0; |
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390 | btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + additionalDownStep); |
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391 | btScalar downVelocity = (additionalDownStep == 0.0 && m_verticalVelocity<0.0?-m_verticalVelocity:0.0) * dt; |
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392 | btVector3 gravity_drop = getUpAxisDirections()[m_upAxis] * downVelocity; |
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393 | m_targetPosition -= (step_drop + gravity_drop);*/ |
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394 | |
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395 | btScalar downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt; |
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396 | if(downVelocity > 0.0 && downVelocity < m_stepHeight |
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397 | && (m_wasOnGround || !m_wasJumping)) |
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398 | { |
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399 | downVelocity = m_stepHeight; |
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400 | } |
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401 | |
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402 | btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity); |
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403 | m_targetPosition -= step_drop; |
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404 | |
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405 | start.setIdentity (); |
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406 | end.setIdentity (); |
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407 | |
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408 | start.setOrigin (m_currentPosition); |
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409 | end.setOrigin (m_targetPosition); |
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410 | |
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411 | btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, getUpAxisDirections()[m_upAxis], m_maxSlopeCosine); |
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412 | callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; |
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413 | callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; |
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414 | |
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415 | if (m_useGhostObjectSweepTest) |
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416 | { |
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417 | m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); |
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418 | } else |
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419 | { |
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420 | collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); |
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421 | } |
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422 | |
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423 | if (callback.hasHit()) |
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424 | { |
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425 | // we dropped a fraction of the height -> hit floor |
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426 | m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); |
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427 | m_verticalVelocity = 0.0; |
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428 | m_verticalOffset = 0.0; |
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429 | m_wasJumping = false; |
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430 | } else { |
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431 | // we dropped the full height |
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432 | |
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433 | m_currentPosition = m_targetPosition; |
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434 | } |
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435 | } |
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436 | |
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437 | |
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438 | |
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439 | void btKinematicCharacterController::setWalkDirection |
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440 | ( |
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441 | const btVector3& walkDirection |
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442 | ) |
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443 | { |
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444 | m_useWalkDirection = true; |
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445 | m_walkDirection = walkDirection; |
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446 | m_normalizedDirection = getNormalizedVector(m_walkDirection); |
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447 | } |
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448 | |
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449 | |
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450 | |
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451 | void btKinematicCharacterController::setVelocityForTimeInterval |
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452 | ( |
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453 | const btVector3& velocity, |
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454 | btScalar timeInterval |
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455 | ) |
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456 | { |
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457 | // printf("setVelocity!\n"); |
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458 | // printf(" interval: %f\n", timeInterval); |
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459 | // printf(" velocity: (%f, %f, %f)\n", |
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460 | // velocity.x(), velocity.y(), velocity.z()); |
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461 | |
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462 | m_useWalkDirection = false; |
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463 | m_walkDirection = velocity; |
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464 | m_normalizedDirection = getNormalizedVector(m_walkDirection); |
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465 | m_velocityTimeInterval = timeInterval; |
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466 | } |
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467 | |
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468 | |
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469 | |
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470 | void btKinematicCharacterController::reset () |
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471 | { |
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472 | } |
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473 | |
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474 | void btKinematicCharacterController::warp (const btVector3& origin) |
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475 | { |
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476 | btTransform xform; |
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477 | xform.setIdentity(); |
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478 | xform.setOrigin (origin); |
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479 | m_ghostObject->setWorldTransform (xform); |
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480 | } |
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481 | |
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482 | |
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483 | void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld) |
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484 | { |
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485 | |
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486 | int numPenetrationLoops = 0; |
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487 | m_touchingContact = false; |
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488 | while (recoverFromPenetration (collisionWorld)) |
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489 | { |
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490 | numPenetrationLoops++; |
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491 | m_touchingContact = true; |
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492 | if (numPenetrationLoops > 4) |
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493 | { |
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494 | //printf("character could not recover from penetration = %d\n", numPenetrationLoops); |
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495 | break; |
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496 | } |
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497 | } |
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498 | |
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499 | m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); |
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500 | m_targetPosition = m_currentPosition; |
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501 | // printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]); |
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502 | |
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503 | |
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504 | } |
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505 | |
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506 | #include <stdio.h> |
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507 | |
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508 | void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt) |
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509 | { |
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510 | // printf("playerStep(): "); |
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511 | // printf(" dt = %f", dt); |
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512 | |
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513 | // quick check... |
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514 | if (!m_useWalkDirection && m_velocityTimeInterval <= 0.0) { |
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515 | // printf("\n"); |
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516 | return; // no motion |
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517 | } |
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518 | |
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519 | m_wasOnGround = onGround(); |
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520 | |
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521 | // Update fall velocity. |
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522 | m_verticalVelocity -= m_gravity * dt; |
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523 | if(m_verticalVelocity > 0.0 && m_verticalVelocity > m_jumpSpeed) |
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524 | { |
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525 | m_verticalVelocity = m_jumpSpeed; |
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526 | } |
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527 | if(m_verticalVelocity < 0.0 && btFabs(m_verticalVelocity) > btFabs(m_fallSpeed)) |
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528 | { |
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529 | m_verticalVelocity = -btFabs(m_fallSpeed); |
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530 | } |
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531 | m_verticalOffset = m_verticalVelocity * dt; |
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532 | |
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533 | |
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534 | btTransform xform; |
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535 | xform = m_ghostObject->getWorldTransform (); |
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536 | |
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537 | // printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]); |
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538 | // printf("walkSpeed=%f\n",walkSpeed); |
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539 | |
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540 | stepUp (collisionWorld); |
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541 | if (m_useWalkDirection) { |
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542 | stepForwardAndStrafe (collisionWorld, m_walkDirection); |
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543 | } else { |
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544 | //printf(" time: %f", m_velocityTimeInterval); |
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545 | // still have some time left for moving! |
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546 | btScalar dtMoving = |
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547 | (dt < m_velocityTimeInterval) ? dt : m_velocityTimeInterval; |
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548 | m_velocityTimeInterval -= dt; |
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549 | |
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550 | // how far will we move while we are moving? |
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551 | btVector3 move = m_walkDirection * dtMoving; |
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552 | |
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553 | //printf(" dtMoving: %f", dtMoving); |
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554 | |
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555 | // okay, step |
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556 | stepForwardAndStrafe(collisionWorld, move); |
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557 | } |
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558 | stepDown (collisionWorld, dt); |
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559 | |
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560 | // printf("\n"); |
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561 | |
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562 | xform.setOrigin (m_currentPosition); |
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563 | m_ghostObject->setWorldTransform (xform); |
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564 | } |
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565 | |
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566 | void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed) |
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567 | { |
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568 | m_fallSpeed = fallSpeed; |
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569 | } |
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570 | |
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571 | void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed) |
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572 | { |
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573 | m_jumpSpeed = jumpSpeed; |
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574 | } |
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575 | |
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576 | void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight) |
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577 | { |
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578 | m_maxJumpHeight = maxJumpHeight; |
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579 | } |
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580 | |
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581 | bool btKinematicCharacterController::canJump () const |
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582 | { |
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583 | return onGround(); |
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584 | } |
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585 | |
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586 | void btKinematicCharacterController::jump () |
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587 | { |
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588 | if (!canJump()) |
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589 | return; |
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590 | |
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591 | m_verticalVelocity = m_jumpSpeed; |
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592 | m_wasJumping = true; |
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593 | |
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594 | #if 0 |
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595 | currently no jumping. |
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596 | btTransform xform; |
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597 | m_rigidBody->getMotionState()->getWorldTransform (xform); |
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598 | btVector3 up = xform.getBasis()[1]; |
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599 | up.normalize (); |
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600 | btScalar magnitude = (btScalar(1.0)/m_rigidBody->getInvMass()) * btScalar(8.0); |
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601 | m_rigidBody->applyCentralImpulse (up * magnitude); |
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602 | #endif |
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603 | } |
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604 | |
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605 | void btKinematicCharacterController::setGravity(btScalar gravity) |
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606 | { |
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607 | m_gravity = gravity; |
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608 | } |
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609 | |
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610 | btScalar btKinematicCharacterController::getGravity() const |
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611 | { |
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612 | return m_gravity; |
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613 | } |
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614 | |
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615 | void btKinematicCharacterController::setMaxSlope(btScalar slopeRadians) |
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616 | { |
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617 | m_maxSlopeRadians = slopeRadians; |
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618 | m_maxSlopeCosine = btCos(slopeRadians); |
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619 | } |
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620 | |
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621 | btScalar btKinematicCharacterController::getMaxSlope() const |
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622 | { |
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623 | return m_maxSlopeRadians; |
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624 | } |
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625 | |
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626 | bool btKinematicCharacterController::onGround () const |
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627 | { |
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628 | return m_verticalVelocity == 0.0 && m_verticalOffset == 0.0; |
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629 | } |
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630 | |
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631 | |
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632 | btVector3* btKinematicCharacterController::getUpAxisDirections() |
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633 | { |
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634 | static btVector3 sUpAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) }; |
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635 | |
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636 | return sUpAxisDirection; |
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637 | } |
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638 | |
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639 | void btKinematicCharacterController::debugDraw(btIDebugDraw* debugDrawer) |
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640 | { |
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641 | } |
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