1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_REACTION |
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17 | |
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18 | #include "collision.h" |
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19 | #include "collision_event.h" |
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20 | |
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21 | #include "physics_interface.h" |
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22 | |
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23 | #include "world_entity.h" |
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24 | #include "cr_physics_full_walk.h" |
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25 | #include "collision_reaction.h" |
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26 | |
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27 | #include <vector> |
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28 | |
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29 | #include "debug.h" |
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30 | |
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31 | #include "aabb.h" |
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32 | |
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33 | #include "cr_defs.h" |
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34 | |
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35 | namespace CoRe |
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36 | { |
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37 | |
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38 | ObjectListDefinition(CRPhysicsFullWalk); |
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39 | /** |
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40 | * standard constructor |
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41 | */ |
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42 | CRPhysicsFullWalk::CRPhysicsFullWalk () |
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43 | : CollisionReaction() |
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44 | { |
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45 | this->registerObject(this, CRPhysicsFullWalk::_objectList); |
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46 | } |
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47 | |
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48 | |
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49 | /** |
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50 | * standard deconstructor |
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51 | */ |
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52 | CRPhysicsFullWalk::~CRPhysicsFullWalk () |
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53 | {} |
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54 | |
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55 | |
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56 | /** |
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57 | * caluculates and applys the reaction to a specific collision |
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58 | * @param collision the collision |
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59 | */ |
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60 | void CRPhysicsFullWalk::reactToCollision(Collision* collision) |
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61 | { |
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62 | |
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63 | AABB* box = collision->getEntityA()->getModelAABB(); |
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64 | WorldEntity* entity = collision->getEntityA(); |
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65 | |
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66 | if( box == NULL) |
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67 | { |
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68 | PRINTF(2)("this model has no aabb box so there is no correct collision reaction implemented. skipping\n"); |
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69 | return; |
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70 | } |
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71 | |
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72 | |
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73 | float CR_MAX_WALK_HEIGHT = 15.0f; |
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74 | // float CR_THRESHOLD = 0.2f; |
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75 | |
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76 | float height = 0.0f; |
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77 | float front = 0.0f; |
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78 | float back = 0.0f; |
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79 | float right = 0.0f; |
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80 | float left = 0.0f; |
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81 | |
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82 | |
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83 | std::vector<CollisionEvent*>::const_iterator it = collision->begin(); |
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84 | for(; it != collision->end(); it++) |
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85 | { |
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86 | |
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87 | CollisionEvent* ce = (*it); |
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88 | Vector normal = ce->getGroundNormal(); |
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89 | |
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90 | // calculate the collision position |
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91 | Vector collPos = collision->getEntityA()->getAbsCoor() + box->center - ce->getCollisionPosition(); |
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92 | |
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93 | // test the 3 axis differently |
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94 | switch( ce->getType()) |
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95 | { |
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96 | /* collision in the X-AXIS */ |
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97 | case CoRe::CREngine::CR_COLLISION_TYPE_AXIS_X: |
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98 | front = collPos.len() - box->halfLength[0]; |
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99 | |
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100 | // object is beneath the plane (ground) |
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101 | if( front <= 0.0f ) |
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102 | { |
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103 | Vector dirX = entity->getAbsDirX(); |
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104 | dirX.y = 0.0f; |
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105 | dirX.normalize(); |
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106 | Vector backoff = dirX * front; |
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107 | |
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108 | entity->shiftCoor(backoff); |
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109 | } |
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110 | else if( ce->isInWall()) |
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111 | { |
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112 | // object is already in the wall |
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113 | entity->setAbsCoor(entity->getLastAbsCoor()); |
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114 | } |
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115 | break; |
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116 | |
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117 | case CoRe::CREngine::CR_COLLISION_TYPE_AXIS_X_NEG: |
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118 | back = collPos.len() - box->halfLength[0]; |
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119 | |
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120 | // object is beneath the plane (ground) |
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121 | if( back <= 0.0f) |
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122 | { |
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123 | Vector dirX = entity->getAbsDirX(); |
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124 | dirX.y = 0.0f; |
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125 | dirX.normalize(); |
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126 | Vector backoff = dirX * back * -1.0f; |
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127 | |
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128 | entity->shiftCoor(backoff); |
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129 | } |
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130 | else if( ce->isInWall()) |
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131 | { |
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132 | // object is already in the wall |
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133 | entity->setAbsCoor(entity->getLastAbsCoor()); |
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134 | } |
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135 | break; |
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136 | |
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137 | |
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138 | /* collision in the Y-AXIS */ |
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139 | case CoRe::CREngine::CR_COLLISION_TYPE_AXIS_Y_NEG: |
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140 | // calulate the height above ground |
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141 | height = collPos.len() - box->halfLength[1]; |
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142 | |
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143 | |
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144 | // object is beneath the plane (ground) |
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145 | // if(height >= 0.0f && height <= 0.0001f) break ;// Do nothing |
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146 | if( height < 0.0f && -height < CR_MAX_WALK_HEIGHT) |
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147 | { |
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148 | entity->shiftCoor(Vector(0.0f, -height + 0.00001, 0.0f)); |
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149 | entity->setOnGround(true); |
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150 | } |
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151 | // object is already in the wall |
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152 | else if( ce->isInWall()) |
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153 | { |
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154 | entity->setAbsCoor(entity->getLastAbsCoor()); |
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155 | PRINTF(0)("ground collision: reset pos\n"); |
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156 | } |
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157 | else |
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158 | { |
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159 | // entity is not on ground |
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160 | entity->setOnGround(false); |
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161 | } |
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162 | break; |
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163 | |
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164 | |
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165 | case CoRe::CREngine::CR_COLLISION_TYPE_WAY: |
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166 | // calulate the height above ground |
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167 | height = collPos.len() - box->halfLength[1]; |
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168 | |
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169 | |
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170 | // object is beneath the plane (ground) |
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171 | // if(height >= 0.0f && height <= 0.0001f) break ;// Do nothing |
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172 | if( height < 0.0f ) |
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173 | { |
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174 | entity->shiftCoor(Vector(0.0f, -height + 0.5f, 0.0f)); |
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175 | entity->setOnGround(true); |
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176 | } |
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177 | // object is already in the wall |
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178 | else if( ce->isInWall()) |
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179 | { |
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180 | entity->setAbsCoor(entity->getLastAbsCoor()); |
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181 | PRINTF(0)("ground collision: reset pos\n"); |
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182 | } |
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183 | else |
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184 | { |
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185 | // entity is not on ground |
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186 | entity->setOnGround(false); |
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187 | } |
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188 | break; |
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189 | |
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190 | |
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191 | /* collision in the Z-AXIS */ |
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192 | case CoRe::CREngine::CR_COLLISION_TYPE_AXIS_Z: |
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193 | |
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194 | right = collPos.len() - box->halfLength[2]; |
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195 | |
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196 | // object is beneath the plane (ground) |
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197 | if( right <= 0.0f ) |
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198 | { |
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199 | Vector dirZ = entity->getAbsDirZ(); |
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200 | dirZ.y = 0.0f; |
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201 | dirZ.normalize(); |
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202 | Vector backoff = dirZ * right; |
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203 | entity->shiftCoor(backoff); |
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204 | } |
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205 | else if( ce->isInWall()) |
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206 | { |
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207 | // object is already in the wall |
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208 | entity->setAbsCoor(entity->getLastAbsCoor()); |
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209 | } |
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210 | break; |
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211 | |
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212 | |
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213 | // collision in the z-axis |
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214 | case CoRe::CREngine::CR_COLLISION_TYPE_AXIS_Z_NEG: |
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215 | |
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216 | left = collPos.len() - box->halfLength[2]; |
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217 | |
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218 | // object is beneath the plane (ground) |
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219 | if( left <= 0.0f ) |
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220 | { |
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221 | Vector dirZ = entity->getAbsDirZ(); |
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222 | dirZ.y = 0.0f; |
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223 | dirZ.normalize(); |
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224 | Vector backoff = dirZ * left*-1.0f; |
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225 | entity->shiftCoor(backoff); |
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226 | } |
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227 | // object is already in the wall |
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228 | else if( ce->isInWall()) |
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229 | { |
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230 | entity->setAbsCoor(entity->getLastAbsCoor()); |
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231 | } |
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232 | break; |
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233 | } |
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234 | } |
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235 | //PRINTF(0)("collision distances: x: %f, y: %f, z: %f\n", front, height, side); |
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236 | } |
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237 | |
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238 | |
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239 | |
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240 | |
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241 | } |
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242 | |
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