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Changeset 8221 in orxonox.OLD


Ignore:
Timestamp:
Jun 8, 2006, 12:03:27 AM (18 years ago)
Author:
patrick
Message:

bsp: work flush, we'll have to look about collisions later

Location:
branches/bsp_model/src/lib
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • branches/bsp_model/src/lib/collision_reaction/cr_physics_ground_walk.h

    r8200 r8221  
    2222
    2323  private:
    24 
     24    Vector       lastPosition;                //!< vector with the last valid position
     25    Quaternion   lastDireciton;               //!< quat with the last valid direction
    2526};
    2627
  • branches/bsp_model/src/lib/graphics/importer/bsp_manager.cc

    r8220 r8221  
    8484  this->alreadyVisible = new bool [this->bspFile->numFaces];
    8585
    86   this->outputFraction = 1.0f;
     86  this->outputFraction = 1.0f; //FIXME is this needed?
    8787}
    8888/*
     
    852852void BspManager::checkCollision(WorldEntity* worldEntity)
    853853{
    854 
    855 
    856854  Vector position = worldEntity->getAbsCoor();
    857   Vector downDir = worldEntity->getAbsDirY();
    858   Vector dest = position + downDir * -80.0f;
    859 
    860 //   Vector forwardDir = worldEntity->getAbsDirX();
    861 //   forwardDir.x =8.0*forwardDir.x;
    862 //   forwardDir.y =8.0*forwardDir.y;
    863 //   forwardDir.z =8.0*forwardDir.z;
    864 //
    865 //   Vector upDir = worldEntity->getAbsDirY();
    866 //   Vector dest = position;
    867 //   dest.x  += forwardDir.x;
    868 //   dest.y  += forwardDir.y;
    869 //   dest.z  += forwardDir.z;
    870 //   Vector out = dest;
    871 
    872    bool collision = false;
    873 
    874 
    875 //    Vector position1 = position + Vector(0.0,0.1,0.0);
    876 //    Vector position2 = position + Vector(0.0,0.2,0.0);
    877 //    Vector dest1 = position1 + forwardDir;
    878 //    Vector dest2 = position2 + forwardDir;
    879 //    dest = position - Vector(0.0, 20.0,0.0);
    880 //    Vector out1;
    881 //    Vector out2;
    882 
    883 //    this->checkCollisionRayN(this->root,0.0f,1.0f, &position1, &dest1 );
    884 //    if(this->outputFraction == 1.0f)  out1 = dest;
    885 //    else {
    886 //      collision = true;
    887 //      out1.x = position1.x + (dest1.x -position1.x) * this->outputFraction;
    888 //      out1.y = position1.y + (dest1.y -position1.y) * this->outputFraction;
    889 //      out1.z = position1.z + (dest1.z - position1.z) * this->outputFraction;
    890 //
    891 //    }
    892 //    this->checkCollisionRayN(this->root,0.0f,1.0f, &position2, &dest2 );
    893 //    if(this->outputFraction == 1.0f) out2= dest;
    894 //    else {
    895 //      collision = true;
    896 //      out2.x = position2.x + (dest2.x -position2.x) * this->outputFraction;
    897 //      out2.y = position2.y + (dest2.y -position2.y) * this->outputFraction;
    898 //      out2.z = position2.z + (dest2.z - position2.z) * this->outputFraction;
    899 //
    900 //    }
    901 
    902    this->checkCollisionRayN(this->root,0.0f, 1.0f, &position, &dest );
    903 
    904    if( this->outputFraction == 1.0f)
    905      out = dest;
    906    else {
    907      PRINTF(0)("We got a collision!! Are you sure: outputFraction = %f\n", this->outputFraction);
    908      collision = true;
    909 //      out.x = position.x + (dest.x -position.x) * this->outputFraction;
    910 //      out.y = position.y + (dest.y -position.y) * this->outputFraction;
    911 //      out.z = position.z + (dest.z -position.z) * this->outputFraction;
    912 
    913      out = position + (dest - position) * this->outputFraction;
    914 
    915      Vector out3 = out + Vector(3*this->collPlane->x,3*this->collPlane->y,3*this->collPlane->z);
    916 
    917 
     855
     856
     857  Vector forwardDir = worldEntity->getAbsDirX();
     858  forwardDir.x =8.0*forwardDir.x;
     859  forwardDir.y =8.0*forwardDir.y;
     860  forwardDir.z =8.0*forwardDir.z;
     861
     862  Vector upDir = worldEntity->getAbsDirY();
     863  Vector dest = position;
     864  dest.x  += forwardDir.x;
     865  dest.y  += forwardDir.y;
     866  dest.z  += forwardDir.z;
     867  Vector out = dest;
     868
     869
     870
     871
     872
     873
     874
     875
     876
     877  if(!worldEntity->isA(CL_PLAYABLE)) {
     878
     879
     880
     881  }
     882  else {
     883
     884    bool collision = false;
     885    Vector position1 = position + Vector(0.0,0.1,0.0);
     886    Vector position2 = position + Vector(0.0,0.2,0.0);
     887    Vector dest1 = position1 + forwardDir;
     888    Vector dest2 = position2 + forwardDir;
     889    dest = position - Vector(0.0, 20.0,0.0);
     890    Vector out1;
     891    Vector out2;
     892
     893    this->checkCollisionRayN(this->root,0.0f,1.0f, &position1, &dest1 );
     894    if(this->outputFraction == 1.0f)  out1 = dest;
     895    else {
     896      collision = true;
     897      out1.x = position1.x + (dest1.x -position1.x) * this->outputFraction;
     898      out1.y = position1.y + (dest1.y -position1.y) * this->outputFraction;
     899      out1.z = position1.z + (dest1.z - position1.z) * this->outputFraction;
     900
     901    }
     902
     903    this->checkCollisionRayN(this->root,0.0f,1.0f, &position2, &dest2 );
     904    if(this->outputFraction == 1.0f) out2= dest;
     905    else {
     906      collision = true;
     907      out2.x = position2.x + (dest2.x -position2.x) * this->outputFraction;
     908      out2.y = position2.y + (dest2.y -position2.y) * this->outputFraction;
     909      out2.z = position2.z + (dest2.z - position2.z) * this->outputFraction;
     910
     911    }
     912
     913    this->checkCollisionRayN(this->root,0.0f,1.0f, &position, &dest );
     914    if(this->outputFraction == 1.0f) out = dest;
     915    else {
     916      collision = true;
     917      out.x = position.x + (dest.x -position.x) * this->outputFraction;
     918      out.y = position.y + (dest.y -position.y) * this->outputFraction;
     919      out.z = position.z + (dest.z -position.z) * this->outputFraction;
     920
     921      Vector out3 = out + Vector(3*this->collPlane->x,3*this->collPlane->y,3*this->collPlane->z);
     922      this->out = out;
     923      this->out1 = out1;
     924      this->out2 = out2;
    918925      //this->drawDebugCube(&out1);
    919926      //this->drawDebugCube(&out2);
     
    921928      //this->drawDebugCube(&out3);
    922929
    923    }
     930    }
    924931
    925932    // Return the normal here: Normal's stored in this->collPlane;
    926    if( collision) {
    927      worldEntity->registerCollision(worldEntity, this->parent, Vector(this->collPlane->x, this->collPlane->y, this->collPlane->z), out);
    928    }
     933
     934    if(collision) {
     935      PRINTF(0)("We got a collision!! Are you sure: outputFraction = %f\n", this->outputFraction);
     936      worldEntity->registerCollision(worldEntity, this->parent, Vector(this->collPlane->x, this->collPlane->y, this->collPlane->z), out);
     937    }
     938      //worldEntity->collidesWithGround(out,out1,out2);
     939//     registerCollision(WorldEntity* entity, Vector(this->collPlane.x, ), Vector position);
     940
     941  }
     942
    929943}
    930944
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