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source: orxonox.OLD/branches/single_player_map/src/lib/collision_reaction/cr_physics_ground_walk.cc @ 8932

Last change on this file since 8932 was 8932, checked in by patrick, 18 years ago

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[8200]1/*
2   orxonox - the future of 3D-vertical-scrollers
[8894]3
[8200]4   Copyright (C) 2004 orx
[8894]5
[8200]6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
[8894]10
[8200]11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_REACTION
17
18#include "collision.h"
19#include "collision_event.h"
20
21#include "physics_interface.h"
22
23#include "world_entity.h"
24#include "cr_physics_ground_walk.h"
[8907]25#include "collision_reaction.h"
[8200]26
[8288]27#include <vector>
28
[8894]29#include "debug.h"
30
[8796]31#include "aabb.h"
32
[8894]33#include "cr_defs.h"
34
[8200]35using namespace std;
36
37
38/**
39 *  standard constructor
40 */
41CRPhysicsGroundWalk::CRPhysicsGroundWalk ()
[8724]42    : CollisionReaction()
[8200]43{
[8203]44  this->setClassID(CL_CR_PHYSICS_GROUND_WALK, "CRPhysicsGroundWalk");
[8200]45}
46
47
48/**
49 *  standard deconstructor
50 */
51CRPhysicsGroundWalk::~CRPhysicsGroundWalk ()
[8724]52{}
[8200]53
54
55/**
56 * caluculates and applys the reaction to a specific collision
57 *  @param collision the collision
58 */
59void CRPhysicsGroundWalk::reactToCollision(Collision* collision)
60{
[8288]61
[8796]62  AABB* box = collision->getEntityB()->getModelAABB();
[8894]63  WorldEntity* entity = collision->getEntityB();
64
[8907]65  if( box == NULL)
66  {
67    PRINTF(2)("this model has no aabb box so there is no correct collision reaction implemented. skipping\n");
68    return;
69  }
[8922]70
71
[8894]72  float CR_MAX_WALK_HEIGHT = 2.0f;
73  float CR_THRESHOLD = 0.2f;
74
[8928]75  float height = 0;
76  float front = 0;
77  float side = 0;
[8894]78
[8925]79  PRINTF(0)("collision raction======================================\n");
[8922]80
[8924]81  const std::vector<CollisionEvent*>* collisionEvents = &(collision->getCollisionEvents());
82  std::vector<CollisionEvent*>::const_iterator it = collisionEvents->begin();
83  for(; it != collisionEvents->end(); it++)
84  {
[8922]85
[8924]86    CollisionEvent* ce = (*it);
87    Vector normal = ce->getGroundNormal();
[8894]88
[8927]89    // calculate the collision position
[8924]90    Vector collPos =  collision->getEntityB()->getAbsCoor()  + box->center - ce->getCollisionPosition();
[8922]91
[8894]92
[8924]93    // test the 3 axis differently
94    switch( ce->getType())
95    {
96        // collision in the x-axis
97      case COLLISION_TYPE_AXIS_X:
98        front = collPos.x - box->halfLength[0];
[8922]99
[8924]100        // object is beneath the plane (ground)
101        if( front <= 0.0f )
102        {
[8932]103          Vector backoff = entity->getAbsDirX() * front;
104          entity->shiftCoor(backoff);
[8924]105        }
106        // object is already in the wall
107        else if( ce->isInWall())
108        {
109//           entity->setAbsCoor(entity->getLastAbsCoor());
110        }
111        break;
[8922]112
[8894]113
[8924]114        // collision in the y-axis
115      case COLLISION_TYPE_AXIS_Y:
116        // calulate the height above ground
117        height = collPos.y - box->halfLength[1];
[8894]118
119
[8924]120        // object is beneath the plane (ground)
121        if( height <= 0.0f )
122        {
123          entity->shiftCoor(Vector(0.0f, -height, 0.0f));
124        }
125        // object is already in the wall
126        else if( ce->isInWall())
127        {
[8932]128          entity->setAbsCoor(entity->getLastAbsCoor());
[8924]129        }
130        break;
[8894]131
132
[8924]133        // collision in the z-axis
134      case COLLISION_TYPE_AXIS_Z:
[8925]135
136        side = collPos.z - box->halfLength[2];
137
138        // object is beneath the plane (ground)
139        if( side <= 0.0f )
140        {
[8932]141          entity->shiftCoor(Vector(0.0f, 0.0f, side));
[8925]142        }
143        // object is already in the wall
144        else if( ce->isInWall())
145        {
146//           entity->setAbsCoor(entity->getLastAbsCoor());
147        }
[8924]148        break;
149    }
150  }
[8931]151  PRINTF(0)("collision distances: x: %f, y: %f, z: %f\n", front, height, side);
[8894]152
153
154
155
[8922]156
[8924]157
[8894]158#if 0
159  if( box != NULL)
[8796]160    height = ( ce->getCollisionPosition() - collision->getEntityB()->getAbsCoor() )*(-1.0f) ;
161  else
162    height = ce->getCollisionPosition() - collision->getEntityB()->getAbsCoor() ;
[8724]163
164
[8922]165  if( box != NULL)
166  {
[8724]167
[8894]168
[8922]169    if(ce->getCollisionPosition().x <= 0.9 && ce->getGroundNormal().len() <= 1.4f)
170    {
[8796]171      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
172      return;
173    }
[8922]174    if(ce->getCollisionPosition().z <= 0.9 && ce->getGroundNormal().len() <= 1.4f)
175    {
[8796]176      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
177      return;
178    }
[8724]179
[8922]180    if(ce->getGroundNormal().len() <= 0.1f)
181    {
[8796]182      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
183      return;
184    }
[8894]185
186
[8922]187    if(ce->getGroundNormal().len() >= 1.4f)
188    {
[8724]189      downspeed++;
190      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,-0.08*downspeed,0.0));
[8796]191      return;
[8724]192    }
193
[8796]194
195    if(height.y > box->halfLength[1] + 0.0f ) // Above ground
[8724]196    {
[8894]197      if(height.y < box->halfLength[1] + 2.3f) // Snap in
[8796]198      {
199        downspeed = 0;
200        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() - Vector(0.0,height.y  - box->halfLength[1] - 0.0f,0.0));
201      } else
202      {
203        downspeed++;
204        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,-0.08*downspeed,0.0));
205      }
206
[8724]207    }
[8922]208    else
209    {
[8796]210      if(height.y <  box->halfLength[1] + 0.0f   /* && height.y  >  - 55.0f*/) // below ground
211      {
212        //if(downspeed <= 0) downspeed =1;
[8894]213        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0, -height.y  +  box->halfLength[1] + 2.0f,0.0));
[8796]214        //collision->getEntityB()->setVelocity(Vector(0.0,0.0,0.0));
215        downspeed = 0;
216      }
[8724]217
[8796]218    }
[8724]219
[8796]220  }// if(box!= NULL)
[8894]221#endif
[8724]222  /*
[8341]223  PRINTF(0)("Collision with Ground: \n");
224  collision->getEntityB()->getAbsCoor().debug();
[8724]225  collision->getEntityB()->setVelocity(Vector());
226  collision->getEntityB()->setAbsCoor(this->lastPositions[1]);
[8341]227
[8724]228  */
[8894]229
[8256]230}
[8200]231
[8256]232
233
[8724]234
[8256]235/**
236 * use this to do some collision offline calculations, only called for bContinuousPoll == true
237 */
238void CRPhysicsGroundWalk::update(WorldEntity* owner)
[8924]239{}
[8200]240
[8256]241
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