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_full_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 | |
---|
35 | using namespace std; |
---|
36 | |
---|
37 | |
---|
38 | /** |
---|
39 | * standard constructor |
---|
40 | */ |
---|
41 | CRPhysicsFullWalk::CRPhysicsFullWalk () |
---|
42 | : CollisionReaction() |
---|
43 | { |
---|
44 | this->setClassID(CL_CR_PHYSICS_FULL_WALK, "CRPhysicsFullWalk"); |
---|
45 | } |
---|
46 | |
---|
47 | |
---|
48 | /** |
---|
49 | * standard deconstructor |
---|
50 | */ |
---|
51 | CRPhysicsFullWalk::~CRPhysicsFullWalk () |
---|
52 | {} |
---|
53 | |
---|
54 | |
---|
55 | /** |
---|
56 | * caluculates and applys the reaction to a specific collision |
---|
57 | * @param collision the collision |
---|
58 | */ |
---|
59 | void CRPhysicsFullWalk::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 = 15.0f; |
---|
73 | float CR_THRESHOLD = 0.2f; |
---|
74 | |
---|
75 | float height = 0.0f; |
---|
76 | float front = 0.0f; |
---|
77 | float back = 0.0f; |
---|
78 | float right = 0.0f; |
---|
79 | float left = 0.0f; |
---|
80 | |
---|
81 | |
---|
82 | const std::vector<CollisionEvent*>* collisionEvents = &(collision->getCollisionEvents()); |
---|
83 | std::vector<CollisionEvent*>::const_iterator it = collisionEvents->begin(); |
---|
84 | for(; it != collisionEvents->end(); it++) |
---|
85 | { |
---|
86 | |
---|
87 | CollisionEvent* ce = (*it); |
---|
88 | Vector normal = ce->getGroundNormal(); |
---|
89 | |
---|
90 | // calculate the collision position |
---|
91 | Vector collPos = collision->getEntityB()->getAbsCoor() + box->center - ce->getCollisionPosition(); |
---|
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.len() - box->halfLength[0]; |
---|
99 | |
---|
100 | // object is beneath the plane (ground) |
---|
101 | if( front <= 0.0f ) |
---|
102 | { |
---|
103 | Vector dirX = entity->getAbsDirX(); |
---|
104 | dirX.y = 0.0f; |
---|
105 | dirX.normalize(); |
---|
106 | Vector backoff = dirX * front; |
---|
107 | |
---|
108 | entity->shiftCoor(backoff); |
---|
109 | } |
---|
110 | else if( ce->isInWall()) |
---|
111 | { |
---|
112 | // object is already in the wall |
---|
113 | entity->setAbsCoor(entity->getLastAbsCoor()); |
---|
114 | } |
---|
115 | break; |
---|
116 | |
---|
117 | case COLLISION_TYPE_AXIS_X_NEG: |
---|
118 | back = collPos.len() - box->halfLength[0]; |
---|
119 | |
---|
120 | // object is beneath the plane (ground) |
---|
121 | if( back <= 0.0f) |
---|
122 | { |
---|
123 | Vector dirX = entity->getAbsDirX(); |
---|
124 | dirX.y = 0.0f; |
---|
125 | dirX.normalize(); |
---|
126 | Vector backoff = dirX * back * -1.0f; |
---|
127 | |
---|
128 | entity->shiftCoor(backoff); |
---|
129 | } |
---|
130 | else if( ce->isInWall()) |
---|
131 | { |
---|
132 | // object is already in the wall |
---|
133 | entity->setAbsCoor(entity->getLastAbsCoor()); |
---|
134 | } |
---|
135 | break; |
---|
136 | |
---|
137 | |
---|
138 | /* collision in the Y-AXIS */ |
---|
139 | case COLLISION_TYPE_AXIS_Y_NEG: |
---|
140 | // calulate the height above ground |
---|
141 | height = collPos.len() - box->halfLength[1]; |
---|
142 | |
---|
143 | |
---|
144 | // object is beneath the plane (ground) |
---|
145 | // if(height >= 0.0f && height <= 0.0001f) break ;// Do nothing |
---|
146 | if( height < 0.0f && -height < CR_MAX_WALK_HEIGHT) |
---|
147 | { |
---|
148 | entity->shiftCoor(Vector(0.0f, -height + 0.00001, 0.0f)); |
---|
149 | entity->setOnGround(true); |
---|
150 | } |
---|
151 | // object is already in the wall |
---|
152 | else if( ce->isInWall()) |
---|
153 | { |
---|
154 | entity->setAbsCoor(entity->getLastAbsCoor()); |
---|
155 | PRINTF(0)("ground collision: reset pos\n"); |
---|
156 | } |
---|
157 | else |
---|
158 | { |
---|
159 | // entity is not on ground |
---|
160 | entity->setOnGround(false); |
---|
161 | } |
---|
162 | break; |
---|
163 | |
---|
164 | |
---|
165 | /* collision in the Z-AXIS */ |
---|
166 | case COLLISION_TYPE_AXIS_Z: |
---|
167 | |
---|
168 | right = collPos.len() - box->halfLength[2]; |
---|
169 | |
---|
170 | // object is beneath the plane (ground) |
---|
171 | if( right <= 0.0f ) |
---|
172 | { |
---|
173 | Vector dirZ = entity->getAbsDirZ(); |
---|
174 | dirZ.y = 0.0f; |
---|
175 | dirZ.normalize(); |
---|
176 | Vector backoff = dirZ * right; |
---|
177 | entity->shiftCoor(backoff); |
---|
178 | } |
---|
179 | else if( ce->isInWall()) |
---|
180 | { |
---|
181 | // object is already in the wall |
---|
182 | entity->setAbsCoor(entity->getLastAbsCoor()); |
---|
183 | } |
---|
184 | break; |
---|
185 | |
---|
186 | |
---|
187 | // collision in the z-axis |
---|
188 | case COLLISION_TYPE_AXIS_Z_NEG: |
---|
189 | |
---|
190 | left = collPos.len() - box->halfLength[2]; |
---|
191 | |
---|
192 | // object is beneath the plane (ground) |
---|
193 | if( left <= 0.0f ) |
---|
194 | { |
---|
195 | Vector dirZ = entity->getAbsDirZ(); |
---|
196 | dirZ.y = 0.0f; |
---|
197 | dirZ.normalize(); |
---|
198 | Vector backoff = dirZ * left*-1.0f; |
---|
199 | entity->shiftCoor(backoff); |
---|
200 | } |
---|
201 | // object is already in the wall |
---|
202 | else if( ce->isInWall()) |
---|
203 | { |
---|
204 | entity->setAbsCoor(entity->getLastAbsCoor()); |
---|
205 | } |
---|
206 | break; |
---|
207 | } |
---|
208 | } |
---|
209 | //PRINTF(0)("collision distances: x: %f, y: %f, z: %f\n", front, height, side); |
---|
210 | |
---|
211 | |
---|
212 | |
---|
213 | |
---|
214 | |
---|
215 | |
---|
216 | |
---|
217 | } |
---|
218 | |
---|
219 | |
---|
220 | |
---|
221 | |
---|
222 | /** |
---|
223 | * use this to do some collision offline calculations, only called for bContinuousPoll == true |
---|
224 | */ |
---|
225 | void CRPhysicsFullWalk::update(WorldEntity* owner) |
---|
226 | {} |
---|
227 | |
---|
228 | |
---|