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source: orxonox.OLD/branches/single_player_map/src/lib/collision_reaction/cr_physics_ground_walk.cc @ 8933

Last change on this file since 8933 was 8933, checked in by patrick, 18 years ago

front collision alg should work

File size: 5.9 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
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.
10
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"
25#include "collision_reaction.h"
26
27#include <vector>
28
29#include "debug.h"
30
31#include "aabb.h"
32
33#include "cr_defs.h"
34
35using namespace std;
36
37
38/**
39 *  standard constructor
40 */
41CRPhysicsGroundWalk::CRPhysicsGroundWalk ()
42    : CollisionReaction()
43{
44  this->setClassID(CL_CR_PHYSICS_GROUND_WALK, "CRPhysicsGroundWalk");
45}
46
47
48/**
49 *  standard deconstructor
50 */
51CRPhysicsGroundWalk::~CRPhysicsGroundWalk ()
52{}
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{
61
62  AABB* box = collision->getEntityB()->getModelAABB();
63  WorldEntity* entity = collision->getEntityB();
64
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  }
70
71
72  float CR_MAX_WALK_HEIGHT = 2.0f;
73  float CR_THRESHOLD = 0.2f;
74
75  float height = 0;
76  float front = 0;
77  float side = 0;
78
79  PRINTF(0)("collision raction======================================\n");
80
81  const std::vector<CollisionEvent*>* collisionEvents = &(collision->getCollisionEvents());
82  std::vector<CollisionEvent*>::const_iterator it = collisionEvents->begin();
83  for(; it != collisionEvents->end(); it++)
84  {
85
86    CollisionEvent* ce = (*it);
87    Vector normal = ce->getGroundNormal();
88
89    // calculate the collision position
90    Vector collPos =  collision->getEntityB()->getAbsCoor()  + box->center - ce->getCollisionPosition();
91
92
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[2]; // should be [0]
99
100        // object is beneath the plane (ground)
101        if( front <= 0.0f )
102        {
103          Vector backoff = entity->getAbsDirX() * front;
104          entity->shiftCoor(backoff);
105        }
106        // object is already in the wall
107        else if( ce->isInWall())
108        {
109//           entity->setAbsCoor(entity->getLastAbsCoor());
110        }
111        break;
112
113
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];
118
119
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        {
128          entity->setAbsCoor(entity->getLastAbsCoor());
129        }
130        break;
131
132
133        // collision in the z-axis
134      case COLLISION_TYPE_AXIS_Z:
135
136        side = collPos.z - box->halfLength[0]; // should be [2]
137
138        // object is beneath the plane (ground)
139        if( side <= 0.0f )
140        {
141          Vector backoff = entity->getAbsDirX() * side;
142          entity->shiftCoor(backoff);
143//           entity->shiftCoor(Vector(0.0f, 0.0f, side));
144        }
145        // object is already in the wall
146        else if( ce->isInWall())
147        {
148//           entity->setAbsCoor(entity->getLastAbsCoor());
149        }
150        break;
151    }
152  }
153  PRINTF(0)("collision distances: x: %f, y: %f, z: %f\n", front, height, side);
154
155
156
157
158
159
160#if 0
161  if( box != NULL)
162    height = ( ce->getCollisionPosition() - collision->getEntityB()->getAbsCoor() )*(-1.0f) ;
163  else
164    height = ce->getCollisionPosition() - collision->getEntityB()->getAbsCoor() ;
165
166
167  if( box != NULL)
168  {
169
170
171    if(ce->getCollisionPosition().x <= 0.9 && ce->getGroundNormal().len() <= 1.4f)
172    {
173      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
174      return;
175    }
176    if(ce->getCollisionPosition().z <= 0.9 && ce->getGroundNormal().len() <= 1.4f)
177    {
178      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
179      return;
180    }
181
182    if(ce->getGroundNormal().len() <= 0.1f)
183    {
184      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
185      return;
186    }
187
188
189    if(ce->getGroundNormal().len() >= 1.4f)
190    {
191      downspeed++;
192      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,-0.08*downspeed,0.0));
193      return;
194    }
195
196
197    if(height.y > box->halfLength[1] + 0.0f ) // Above ground
198    {
199      if(height.y < box->halfLength[1] + 2.3f) // Snap in
200      {
201        downspeed = 0;
202        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() - Vector(0.0,height.y  - box->halfLength[1] - 0.0f,0.0));
203      } else
204      {
205        downspeed++;
206        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,-0.08*downspeed,0.0));
207      }
208
209    }
210    else
211    {
212      if(height.y <  box->halfLength[1] + 0.0f   /* && height.y  >  - 55.0f*/) // below ground
213      {
214        //if(downspeed <= 0) downspeed =1;
215        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0, -height.y  +  box->halfLength[1] + 2.0f,0.0));
216        //collision->getEntityB()->setVelocity(Vector(0.0,0.0,0.0));
217        downspeed = 0;
218      }
219
220    }
221
222  }// if(box!= NULL)
223#endif
224  /*
225  PRINTF(0)("Collision with Ground: \n");
226  collision->getEntityB()->getAbsCoor().debug();
227  collision->getEntityB()->setVelocity(Vector());
228  collision->getEntityB()->setAbsCoor(this->lastPositions[1]);
229
230  */
231
232}
233
234
235
236
237/**
238 * use this to do some collision offline calculations, only called for bContinuousPoll == true
239 */
240void CRPhysicsGroundWalk::update(WorldEntity* owner)
241{}
242
243
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