Whitespace changes only (including new mangle with whitespace changes as well)

actorid
Jan-Peter Nilsson 14 years ago
parent c78e61c96f
commit 0f7d59b4fb

File diff suppressed because it is too large Load Diff

@ -35,26 +35,26 @@ typedef std::vector<Ogre::Vector3> Vector3Array;
class Convert
{
public:
Convert() {};
~Convert() {};
static btQuaternion toBullet(const Ogre::Quaternion &q)
{
return btQuaternion(q.x, q.y, q.z, q.w);
}
static btVector3 toBullet(const Ogre::Vector3 &v)
{
return btVector3(v.x, v.y, v.z);
}
static Ogre::Quaternion toOgre(const btQuaternion &q)
{
return Ogre::Quaternion(q.w(), q.x(), q.y(), q.z());
}
static Ogre::Vector3 toOgre(const btVector3 &v)
{
return Ogre::Vector3(v.x(), v.y(), v.z());
}
Convert() {};
~Convert() {};
static btQuaternion toBullet(const Ogre::Quaternion &q)
{
return btQuaternion(q.x, q.y, q.z, q.w);
}
static btVector3 toBullet(const Ogre::Vector3 &v)
{
return btVector3(v.x, v.y, v.z);
}
static Ogre::Quaternion toOgre(const btQuaternion &q)
{
return Ogre::Quaternion(q.w(), q.x(), q.y(), q.z());
}
static Ogre::Vector3 toOgre(const btVector3 &v)
{
return Ogre::Vector3(v.x(), v.y(), v.z());
}
};
//From here on its debug-drawing stuff. ------------------------------------------------------------------
@ -151,11 +151,11 @@ public:
/// Remove all points from the point list
void clear();
/// Call this to update the hardware buffer after making changes.
/// Call this to update the hardware buffer after making changes.
void update();
/** Set the type of operation to draw with.
* @param opType Can be one of
* @param opType Can be one of
* - RenderOperation::OT_LINE_STRIP
* - RenderOperation::OT_LINE_LIST
* - RenderOperation::OT_POINT_LIST
@ -181,20 +181,20 @@ private:
class DebugDrawer : public btIDebugDraw
{
protected:
Ogre::SceneNode *mNode;
btDynamicsWorld *mWorld;
DynamicLines *mLineDrawer;
bool mDebugOn;
Ogre::SceneNode *mNode;
btDynamicsWorld *mWorld;
DynamicLines *mLineDrawer;
bool mDebugOn;
public:
DebugDrawer(Ogre::SceneNode *node, btDynamicsWorld *world)
: mNode(node),
mWorld(world),
mDebugOn(true)
{
mLineDrawer = new DynamicLines(Ogre::RenderOperation::OT_LINE_LIST);
mNode->attachObject(mLineDrawer);
DebugDrawer(Ogre::SceneNode *node, btDynamicsWorld *world)
: mNode(node),
mWorld(world),
mDebugOn(true)
{
mLineDrawer = new DynamicLines(Ogre::RenderOperation::OT_LINE_LIST);
mNode->attachObject(mLineDrawer);
if (!Ogre::ResourceGroupManager::getSingleton().resourceGroupExists("BtOgre"))
Ogre::ResourceGroupManager::getSingleton().createResourceGroup("BtOgre");
@ -205,68 +205,68 @@ public:
mat->setSelfIllumination(1,1,1);
}
mLineDrawer->setMaterial("BtOgre/DebugLines");
}
mLineDrawer->setMaterial("BtOgre/DebugLines");
}
~DebugDrawer()
{
~DebugDrawer()
{
Ogre::MaterialManager::getSingleton().remove("BtOgre/DebugLines");
Ogre::ResourceGroupManager::getSingleton().destroyResourceGroup("BtOgre");
delete mLineDrawer;
}
void step()
{
if (mDebugOn)
{
mWorld->debugDrawWorld();
mLineDrawer->update();
mNode->needUpdate();
mLineDrawer->clear();
}
else
{
mLineDrawer->clear();
mLineDrawer->update();
mNode->needUpdate();
}
}
void drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
{
mLineDrawer->addPoint(Convert::toOgre(from));
mLineDrawer->addPoint(Convert::toOgre(to));
}
void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color)
{
mLineDrawer->addPoint(Convert::toOgre(PointOnB));
mLineDrawer->addPoint(Convert::toOgre(PointOnB) + (Convert::toOgre(normalOnB) * distance * 20));
}
void reportErrorWarning(const char* warningString)
{
Ogre::LogManager::getSingleton().logMessage(warningString);
}
void draw3dText(const btVector3& location,const char* textString)
{
}
//0 for off, anything else for on.
void setDebugMode(int isOn)
{
mDebugOn = (isOn == 0) ? false : true;
if (!mDebugOn)
mLineDrawer->clear();
}
//0 for off, anything else for on.
int getDebugMode() const
{
return mDebugOn;
}
delete mLineDrawer;
}
void step()
{
if (mDebugOn)
{
mWorld->debugDrawWorld();
mLineDrawer->update();
mNode->needUpdate();
mLineDrawer->clear();
}
else
{
mLineDrawer->clear();
mLineDrawer->update();
mNode->needUpdate();
}
}
void drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
{
mLineDrawer->addPoint(Convert::toOgre(from));
mLineDrawer->addPoint(Convert::toOgre(to));
}
void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color)
{
mLineDrawer->addPoint(Convert::toOgre(PointOnB));
mLineDrawer->addPoint(Convert::toOgre(PointOnB) + (Convert::toOgre(normalOnB) * distance * 20));
}
void reportErrorWarning(const char* warningString)
{
Ogre::LogManager::getSingleton().logMessage(warningString);
}
void draw3dText(const btVector3& location,const char* textString)
{
}
//0 for off, anything else for on.
void setDebugMode(int isOn)
{
mDebugOn = (isOn == 0) ? false : true;
if (!mDebugOn)
mLineDrawer->clear();
}
//0 for off, anything else for on.
int getDebugMode() const
{
return mDebugOn;
}
};

@ -3,7 +3,7 @@
*
* Filename: BtOgreGP.h
*
* Description: The part of BtOgre that handles information transfer from Ogre to
* Description: The part of BtOgre that handles information transfer from Ogre to
* Bullet (like mesh data for making trimeshes).
*
* Version: 1.0
@ -29,49 +29,49 @@ typedef std::pair<unsigned short, Vector3Array*> BoneKeyIndex;
class VertexIndexToShape
{
public:
VertexIndexToShape(const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
~VertexIndexToShape();
VertexIndexToShape(const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
~VertexIndexToShape();
Ogre::Real getRadius();
Ogre::Vector3 getSize();
Ogre::Real getRadius();
Ogre::Vector3 getSize();
btSphereShape* createSphere();
btBoxShape* createBox();
btBvhTriangleMeshShape* createTrimesh();
btCylinderShape* createCylinder();
btConvexHullShape* createConvex();
btSphereShape* createSphere();
btBoxShape* createBox();
btBvhTriangleMeshShape* createTrimesh();
btCylinderShape* createCylinder();
btConvexHullShape* createConvex();
const Ogre::Vector3* getVertices();
unsigned int getVertexCount();
const unsigned int* getIndices();
unsigned int getIndexCount();
const Ogre::Vector3* getVertices();
unsigned int getVertexCount();
const unsigned int* getIndices();
unsigned int getIndexCount();
protected:
void addStaticVertexData(const Ogre::VertexData *vertex_data);
void addStaticVertexData(const Ogre::VertexData *vertex_data);
void addAnimatedVertexData(const Ogre::VertexData *vertex_data,
const Ogre::VertexData *blended_data,
const Ogre::Mesh::IndexMap *indexMap);
void addAnimatedVertexData(const Ogre::VertexData *vertex_data,
const Ogre::VertexData *blended_data,
const Ogre::Mesh::IndexMap *indexMap);
void addIndexData(Ogre::IndexData *data, const unsigned int offset = 0);
void addIndexData(Ogre::IndexData *data, const unsigned int offset = 0);
protected:
Ogre::Vector3* mVertexBuffer;
unsigned int* mIndexBuffer;
unsigned int mVertexCount;
unsigned int mIndexCount;
Ogre::Vector3* mVertexBuffer;
unsigned int* mIndexBuffer;
unsigned int mVertexCount;
unsigned int mIndexCount;
Ogre::Matrix4 mTransform;
Ogre::Matrix4 mTransform;
Ogre::Real mBoundRadius;
Ogre::Vector3 mBounds;
Ogre::Real mBoundRadius;
Ogre::Vector3 mBounds;
BoneIndex *mBoneIndex;
BoneIndex *mBoneIndex;
Ogre::Vector3 mScale;
Ogre::Vector3 mScale;
};
//For static (non-animated) meshes.
@ -79,21 +79,21 @@ class StaticMeshToShapeConverter : public VertexIndexToShape
{
public:
StaticMeshToShapeConverter(Ogre::Renderable *rend, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
StaticMeshToShapeConverter(Ogre::Entity *entity, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
StaticMeshToShapeConverter();
StaticMeshToShapeConverter(Ogre::Renderable *rend, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
StaticMeshToShapeConverter(Ogre::Entity *entity, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
StaticMeshToShapeConverter();
~StaticMeshToShapeConverter();
~StaticMeshToShapeConverter();
void addEntity(Ogre::Entity *entity,const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
void addMesh(const Ogre::MeshPtr &mesh, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
void addEntity(Ogre::Entity *entity,const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
void addMesh(const Ogre::MeshPtr &mesh, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
protected:
Ogre::Entity* mEntity;
Ogre::SceneNode* mNode;
Ogre::Entity* mEntity;
Ogre::SceneNode* mNode;
};
//For animated meshes.
@ -101,43 +101,42 @@ class AnimatedMeshToShapeConverter : public VertexIndexToShape
{
public:
AnimatedMeshToShapeConverter(Ogre::Entity *entity, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
AnimatedMeshToShapeConverter();
~AnimatedMeshToShapeConverter();
AnimatedMeshToShapeConverter(Ogre::Entity *entity, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
AnimatedMeshToShapeConverter();
~AnimatedMeshToShapeConverter();
void addEntity(Ogre::Entity *entity,const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
void addMesh(const Ogre::MeshPtr &mesh, const Ogre::Matrix4 &transform);
void addEntity(Ogre::Entity *entity,const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
void addMesh(const Ogre::MeshPtr &mesh, const Ogre::Matrix4 &transform);
btBoxShape* createAlignedBox(unsigned char bone,
const Ogre::Vector3 &bonePosition,
const Ogre::Quaternion &boneOrientation);
btBoxShape* createAlignedBox(unsigned char bone,
const Ogre::Vector3 &bonePosition,
const Ogre::Quaternion &boneOrientation);
btBoxShape* createOrientedBox(unsigned char bone,
const Ogre::Vector3 &bonePosition,
const Ogre::Quaternion &boneOrientation);
btBoxShape* createOrientedBox(unsigned char bone,
const Ogre::Vector3 &bonePosition,
const Ogre::Quaternion &boneOrientation);
protected:
bool getBoneVertices(unsigned char bone,
unsigned int &vertex_count,
Ogre::Vector3* &vertices,
const Ogre::Vector3 &bonePosition);
bool getBoneVertices(unsigned char bone,
unsigned int &vertex_count,
Ogre::Vector3* &vertices,
const Ogre::Vector3 &bonePosition);
bool getOrientedBox(unsigned char bone,
const Ogre::Vector3 &bonePosition,
const Ogre::Quaternion &boneOrientation,
Ogre::Vector3 &extents,
Ogre::Vector3 *axis,
Ogre::Vector3 &center);
bool getOrientedBox(unsigned char bone,
const Ogre::Vector3 &bonePosition,
const Ogre::Quaternion &boneOrientation,
Ogre::Vector3 &extents,
Ogre::Vector3 *axis,
Ogre::Vector3 &center);
Ogre::Entity* mEntity;
Ogre::SceneNode* mNode;
Ogre::Entity* mEntity;
Ogre::SceneNode* mNode;
Ogre::Vector3 *mTransformedVerticesTemp;
size_t mTransformedVerticesTempSize;
Ogre::Vector3 *mTransformedVerticesTemp;
size_t mTransformedVerticesTempSize;
};
}
#endif
#endif

@ -3,7 +3,7 @@
*
* Filename: BtOgrePG.h
*
* Description: The part of BtOgre that handles information transfer from Bullet to
* Description: The part of BtOgre that handles information transfer from Bullet to
* Ogre (like updating graphics object positions).
*
* Version: 1.0
@ -25,7 +25,7 @@ namespace BtOgre {
//A MotionState is Bullet's way of informing you about updates to an object.
//Pass this MotionState to a btRigidBody to have your SceneNode updated automaticaly.
class RigidBodyState : public btMotionState
class RigidBodyState : public btMotionState
{
protected:
btTransform mTransform;
@ -42,19 +42,19 @@ class RigidBodyState : public btMotionState
}
RigidBodyState(Ogre::SceneNode *node)
: mTransform(((node != NULL) ? BtOgre::Convert::toBullet(node->getOrientation()) : btQuaternion(0,0,0,1)),
: mTransform(((node != NULL) ? BtOgre::Convert::toBullet(node->getOrientation()) : btQuaternion(0,0,0,1)),
((node != NULL) ? BtOgre::Convert::toBullet(node->getPosition()) : btVector3(0,0,0))),
mCenterOfMassOffset(btTransform::getIdentity()),
mNode(node)
{
}
virtual void getWorldTransform(btTransform &ret) const
virtual void getWorldTransform(btTransform &ret) const
{
ret = mCenterOfMassOffset.inverse() * mTransform;
}
virtual void setWorldTransform(const btTransform &in)
virtual void setWorldTransform(const btTransform &in)
{
if (mNode == NULL)
return;
@ -68,7 +68,7 @@ class RigidBodyState : public btMotionState
mNode->setPosition(pos.x(), pos.y(), pos.z());
}
void setNode(Ogre::SceneNode *node)
void setNode(Ogre::SceneNode *node)
{
mNode = node;
}

@ -2,8 +2,8 @@
BulletShape::BulletShape(Ogre::ResourceManager* creator, const Ogre::String &name,
Ogre::ResourceHandle handle, const Ogre::String &group, bool isManual,
BulletShape::BulletShape(Ogre::ResourceManager* creator, const Ogre::String &name,
Ogre::ResourceHandle handle, const Ogre::String &group, bool isManual,
Ogre::ManualResourceLoader *loader) :
Ogre::Resource(creator, name, handle, group, isManual, loader)
{
@ -12,9 +12,9 @@ Ogre::Resource(creator, name, handle, group, isManual, loader)
/* For consistency with StringInterface, but we don't add any parameters here
That's because the Resource implementation of StringInterface is to
list all the options that need to be set before loading, of which
list all the options that need to be set before loading, of which
we have none as such. Full details can be set through scripts.
*/
*/
Shape = NULL;
collide = true;
createParamDictionary("BulletShape");
@ -70,8 +70,8 @@ BulletShapeManager *BulletShapeManager::getSingletonPtr()
}
BulletShapeManager &BulletShapeManager::getSingleton()
{
assert(ms_Singleton);
{
assert(ms_Singleton);
return(*ms_Singleton);
}
@ -103,8 +103,8 @@ BulletShapePtr BulletShapeManager::load(const Ogre::String &name, const Ogre::St
return textf;
}
Ogre::Resource *BulletShapeManager::createImpl(const Ogre::String &name, Ogre::ResourceHandle handle,
const Ogre::String &group, bool isManual, Ogre::ManualResourceLoader *loader,
Ogre::Resource *BulletShapeManager::createImpl(const Ogre::String &name, Ogre::ResourceHandle handle,
const Ogre::String &group, bool isManual, Ogre::ManualResourceLoader *loader,
const Ogre::NameValuePairList *createParams)
{
BulletShape* res = new BulletShape(this, name, handle, group, isManual, loader);
@ -121,4 +121,4 @@ void BulletShapeLoader::loadResource(Ogre::Resource *resource)
{}
void BulletShapeLoader::load(const std::string &name,const std::string &group)
{}
{}

@ -128,11 +128,11 @@ class BulletShapeLoader : public Ogre::ManualResourceLoader
public:
BulletShapeLoader(){};
virtual ~BulletShapeLoader() {}
virtual ~BulletShapeLoader() {}
virtual void loadResource(Ogre::Resource *resource);
virtual void loadResource(Ogre::Resource *resource);
virtual void load(const std::string &name,const std::string &group);
virtual void load(const std::string &name,const std::string &group);
};
#endif
#endif

@ -10,36 +10,36 @@ namespace OEngine {
namespace Physic
{
CMotionState::CMotionState(PhysicEngine* eng,std::string name)
{
pEng = eng;
tr.setIdentity();
pName = name;
};
void CMotionState::getWorldTransform(btTransform &worldTrans) const
{
worldTrans = tr;
}
void CMotionState::setWorldTransform(const btTransform &worldTrans)
{
tr = worldTrans;
PhysicEvent evt;
evt.isNPC = isNPC;
evt.isPC = isPC;
evt.newTransform = tr;
evt.RigidBodyName = pName;
if(isPC)
{
pEng->PEventList.push_back(evt);
}
else
{
pEng->NPEventList.push_back(evt);
}
}
CMotionState::CMotionState(PhysicEngine* eng,std::string name)
{
pEng = eng;
tr.setIdentity();
pName = name;
};
void CMotionState::getWorldTransform(btTransform &worldTrans) const
{
worldTrans = tr;
}
void CMotionState::setWorldTransform(const btTransform &worldTrans)
{
tr = worldTrans;
PhysicEvent evt;
evt.isNPC = isNPC;
evt.isPC = isPC;
evt.newTransform = tr;
evt.RigidBodyName = pName;
if(isPC)
{
pEng->PEventList.push_back(evt);
}
else
{
pEng->NPEventList.push_back(evt);
}
}
}}

@ -7,46 +7,46 @@
namespace OEngine {
namespace Physic
{
class PhysicEngine;
/**
*A CMotionState is associated with a single RigidBody.
*When the RigidBody is moved by bullet, bullet will call the function setWorldTransform.
*for more info, see the bullet Wiki at btMotionState.
*/
class CMotionState:public btMotionState
{
public:
CMotionState(PhysicEngine* eng,std::string name);
/**
*Return the position of the RigidBody.
*/
virtual void getWorldTransform(btTransform &worldTrans) const;
/**
*Function called by bullet when the RigidBody is moved.
*It add an event to the EventList of the PhysicEngine class.
*/
virtual void setWorldTransform(const btTransform &worldTrans);
protected:
PhysicEngine* pEng;
btTransform tr;
bool isNPC;
bool isPC;
std::string pName;
};
struct PhysicEvent
{
bool isNPC;
bool isPC;
btTransform newTransform;
std::string RigidBodyName;
};
class PhysicEngine;
/**
* A CMotionState is associated with a single RigidBody.
* When the RigidBody is moved by bullet, bullet will call the function setWorldTransform.
* for more info, see the bullet Wiki at btMotionState.
*/
class CMotionState:public btMotionState
{
public:
CMotionState(PhysicEngine* eng,std::string name);
/**
* Return the position of the RigidBody.
*/
virtual void getWorldTransform(btTransform &worldTrans) const;
/**
* Function called by bullet when the RigidBody is moved.
* It add an event to the EventList of the PhysicEngine class.
*/
virtual void setWorldTransform(const btTransform &worldTrans);
protected:
PhysicEngine* pEng;
btTransform tr;
bool isNPC;
bool isPC;
std::string pName;
};
struct PhysicEvent
{
bool isNPC;
bool isPC;
btTransform newTransform;
std::string RigidBodyName;
};
}}
#endif

@ -4,8 +4,8 @@ Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
@ -28,109 +28,109 @@ subject to the following restrictions:
class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
public:
btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
{
m_me[0] = me;
count = 1;
}
btKinematicClosestNotMeRayResultCallback (btCollisionObject* me[], int count_) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
{
count = count_;
for(int i = 0; i < count; i++)
m_me[i] = me[i];
}
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
{
for(int i = 0; i < count; i++)
if (rayResult.m_collisionObject == m_me[i])
return 1.0;
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
}
btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
{
m_me[0] = me;
count = 1;
}
btKinematicClosestNotMeRayResultCallback (btCollisionObject* me[], int count_) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
{
count = count_;
for(int i = 0; i < count; i++)
m_me[i] = me[i];
}
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
{
for(int i = 0; i < count; i++)
if (rayResult.m_collisionObject == m_me[i])
return 1.0;
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
}
protected:
btCollisionObject* m_me[10];
int count;
btCollisionObject* m_me[10];
int count;
};
class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
{
public:
btKinematicClosestNotMeConvexResultCallback( btCollisionObject* me, const btVector3& up, btScalar minSlopeDot )
: btCollisionWorld::ClosestConvexResultCallback( btVector3( 0.0, 0.0, 0.0 ), btVector3( 0.0, 0.0, 0.0 ) ),
m_me( me ), m_up( up ), m_minSlopeDot( minSlopeDot )
{
}
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
{
if( convexResult.m_hitCollisionObject == m_me )
return btScalar( 1 );
btVector3 hitNormalWorld;
if( normalInWorldSpace )
{
hitNormalWorld = convexResult.m_hitNormalLocal;
}
else
{
///need to transform normal into worldspace
hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
}
// NOTE : m_hitNormalLocal is not always vertical on the ground with a capsule or a box...
btScalar dotUp = m_up.dot(hitNormalWorld);
if( dotUp < m_minSlopeDot )
return btScalar( 1 );
return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
}
btKinematicClosestNotMeConvexResultCallback( btCollisionObject* me, const btVector3& up, btScalar minSlopeDot )
: btCollisionWorld::ClosestConvexResultCallback( btVector3( 0.0, 0.0, 0.0 ), btVector3( 0.0, 0.0, 0.0 ) ),
m_me( me ), m_up( up ), m_minSlopeDot( minSlopeDot )
{
}
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
{
if( convexResult.m_hitCollisionObject == m_me )
return btScalar( 1 );
btVector3 hitNormalWorld;
if( normalInWorldSpace )
{
hitNormalWorld = convexResult.m_hitNormalLocal;
}
else
{
///need to transform normal into worldspace
hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
}
// NOTE : m_hitNormalLocal is not always vertical on the ground with a capsule or a box...
btScalar dotUp = m_up.dot(hitNormalWorld);
if( dotUp < m_minSlopeDot )
return btScalar( 1 );
return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
}
protected:
btCollisionObject* m_me;
const btVector3 m_up;
btScalar m_minSlopeDot;
btCollisionObject* m_me;
const btVector3 m_up;
btScalar m_minSlopeDot;
};
btKinematicCharacterController::btKinematicCharacterController( btPairCachingGhostObject* externalGhostObject_,
btPairCachingGhostObject* internalGhostObject_,
btScalar stepHeight,
btScalar constantScale,
btScalar gravity,
btScalar fallVelocity,
btScalar jumpVelocity,
btScalar recoveringFactor )
btPairCachingGhostObject* internalGhostObject_,
btScalar stepHeight,
btScalar constantScale,
btScalar gravity,
btScalar fallVelocity,
btScalar jumpVelocity,
btScalar recoveringFactor )
{
m_upAxis = btKinematicCharacterController::Y_AXIS;
m_upAxis = btKinematicCharacterController::Y_AXIS;
m_walkDirection.setValue( btScalar( 0 ), btScalar( 0 ), btScalar( 0 ) );
m_walkDirection.setValue( btScalar( 0 ), btScalar( 0 ), btScalar( 0 ) );
m_useGhostObjectSweepTest = true;
m_useGhostObjectSweepTest = true;
externalGhostObject = externalGhostObject_;
internalGhostObject = internalGhostObject_;
externalGhostObject = externalGhostObject_;
internalGhostObject = internalGhostObject_;
m_recoveringFactor = recoveringFactor;
m_recoveringFactor = recoveringFactor;
m_stepHeight = stepHeight;
m_stepHeight = stepHeight;
m_useWalkDirection = true; // use walk direction by default, legacy behavior
m_velocityTimeInterval = btScalar( 0 );
m_verticalVelocity = btScalar( 0 );
m_verticalOffset = btScalar( 0 );
m_useWalkDirection = true; // use walk direction by default, legacy behavior
m_velocityTimeInterval = btScalar( 0 );
m_verticalVelocity = btScalar( 0 );
m_verticalOffset = btScalar( 0 );
m_gravity = constantScale * gravity;
m_fallSpeed = constantScale * fallVelocity; // Terminal velocity of a sky diver in m/s.
m_gravity = constantScale * gravity;
m_fallSpeed = constantScale * fallVelocity; // Terminal velocity of a sky diver in m/s.
m_jumpSpeed = constantScale * jumpVelocity; // ?
m_wasJumping = false;
m_jumpSpeed = constantScale * jumpVelocity; // ?
m_wasJumping = false;
setMaxSlope( btRadians( 45.0 ) );
setMaxSlope( btRadians( 45.0 ) );
mCollision = true;
}
@ -147,78 +147,78 @@ void btKinematicCharacterController::setVerticalVelocity(float z)
bool btKinematicCharacterController::recoverFromPenetration( btCollisionWorld* collisionWorld )
{
bool penetration = false;
bool penetration = false;
if(!mCollision) return penetration;
collisionWorld->getDispatcher()->dispatchAllCollisionPairs( internalGhostObject->getOverlappingPairCache(),
collisionWorld->getDispatchInfo(),
collisionWorld->getDispatcher() );
collisionWorld->getDispatcher()->dispatchAllCollisionPairs( internalGhostObject->getOverlappingPairCache(),
collisionWorld->getDispatchInfo(),
collisionWorld->getDispatcher() );
btVector3 currentPosition = internalGhostObject->getWorldTransform().getOrigin();
btVector3 currentPosition = internalGhostObject->getWorldTransform().getOrigin();
btScalar maxPen = btScalar( 0 );
btScalar maxPen = btScalar( 0 );
for( int i = 0; i < internalGhostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++ )
{
m_manifoldArray.resize(0);
for( int i = 0; i < internalGhostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++ )
{
m_manifoldArray.resize(0);
btBroadphasePair* collisionPair = &internalGhostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
btBroadphasePair* collisionPair = &internalGhostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
if( collisionPair->m_algorithm )
collisionPair->m_algorithm->getAllContactManifolds( m_manifoldArray );
if( collisionPair->m_algorithm )
collisionPair->m_algorithm->getAllContactManifolds( m_manifoldArray );
for( int j = 0; j < m_manifoldArray.size(); j++ )
{
btPersistentManifold* manifold = m_manifoldArray[j];
for( int j = 0; j < m_manifoldArray.size(); j++ )
{
btPersistentManifold* manifold = m_manifoldArray[j];
btScalar directionSign = manifold->getBody0() == internalGhostObject ? btScalar( -1.0 ) : btScalar( 1.0 );
btScalar directionSign = manifold->getBody0() == internalGhostObject ? btScalar( -1.0 ) : btScalar( 1.0 );
for( int p = 0; p < manifold->getNumContacts(); p++ )
{
const btManifoldPoint&pt = manifold->getContactPoint( p );
if( (manifold->getBody1() == externalGhostObject && manifold->getBody0() == internalGhostObject)
||(manifold->getBody0() == externalGhostObject && manifold->getBody1() == internalGhostObject) )
{
}
else
{
btScalar dist = pt.getDistance();
for( int p = 0; p < manifold->getNumContacts(); p++ )
{
const btManifoldPoint&pt = manifold->getContactPoint( p );
if( (manifold->getBody1() == externalGhostObject && manifold->getBody0() == internalGhostObject)
||(manifold->getBody0() == externalGhostObject && manifold->getBody1() == internalGhostObject) )
{
}
else
{
btScalar dist = pt.getDistance();
if( dist < 0.0 )
{
if( dist < maxPen )
maxPen = dist;
if( dist < 0.0 )
{
if( dist < maxPen )
maxPen = dist;
// NOTE : btScalar affects the stairs but the parkinson...
// 0.0 , the capsule can break the walls...
currentPosition += pt.m_normalWorldOnB * directionSign * dist * m_recoveringFactor;
// NOTE : btScalar affects the stairs but the parkinson...
// 0.0 , the capsule can break the walls...
currentPosition += pt.m_normalWorldOnB * directionSign * dist * m_recoveringFactor;
penetration = true;
}
}
}
penetration = true;
}
}
}
// ???
//manifold->clearManifold();
}
}
// ???
//manifold->clearManifold();
}
}
btTransform transform = internalGhostObject->getWorldTransform();
btTransform transform = internalGhostObject->getWorldTransform();
transform.setOrigin( currentPosition );
transform.setOrigin( currentPosition );
internalGhostObject->setWorldTransform( transform );
externalGhostObject->setWorldTransform( transform );
internalGhostObject->setWorldTransform( transform );
externalGhostObject->setWorldTransform( transform );
return penetration;
return penetration;
}
btVector3 btKinematicCharacterController::stepUp( btCollisionWorld* world, const btVector3& currentPosition, btScalar& currentStepOffset )
{
btVector3 targetPosition = currentPosition + getUpAxisDirections()[ m_upAxis ] * ( m_stepHeight + ( m_verticalOffset > btScalar( 0.0 ) ? m_verticalOffset : 0.0 ) );
btVector3 targetPosition = currentPosition + getUpAxisDirections()[ m_upAxis ] * ( m_stepHeight + ( m_verticalOffset > btScalar( 0.0 ) ? m_verticalOffset : 0.0 ) );
//if the no collisions mode is on, no need to go any further
if(!mCollision)
@ -227,248 +227,248 @@ btVector3 btKinematicCharacterController::stepUp( btCollisionWorld* world, const
return targetPosition;
}
// Retrieve the collision shape
//
btCollisionShape* collisionShape = externalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
// FIXME: Handle penetration properly
//
btTransform start;
start.setIdentity();
start.setOrigin( currentPosition + getUpAxisDirections()[ m_upAxis ] * ( convexShape->getMargin() ) );
btTransform end;
end.setIdentity();
end.setOrigin( targetPosition );
btKinematicClosestNotMeConvexResultCallback callback( externalGhostObject, -getUpAxisDirections()[ m_upAxis ], m_maxSlopeCosine );
callback.m_collisionFilterGroup = externalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = externalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
// Sweep test
//
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration );
else
world->convexSweepTest( convexShape, start, end, callback );
if( callback.hasHit() )
{
// Only modify the position if the hit was a slope and not a wall or ceiling.
//
if( callback.m_hitNormalWorld.dot(getUpAxisDirections()[m_upAxis]) > btScalar( 0.0 ) )
{
// We moved up only a fraction of the step height
//
currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
return currentPosition.lerp( targetPosition, callback.m_closestHitFraction );
}
m_verticalVelocity = btScalar( 0.0 );
m_verticalOffset = btScalar( 0.0 );
return currentPosition;
}
else
{
currentStepOffset = m_stepHeight;
return targetPosition;
}
// Retrieve the collision shape
//
btCollisionShape* collisionShape = externalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
// FIXME: Handle penetration properly
//
btTransform start;
start.setIdentity();
start.setOrigin( currentPosition + getUpAxisDirections()[ m_upAxis ] * ( convexShape->getMargin() ) );
btTransform end;
end.setIdentity();
end.setOrigin( targetPosition );
btKinematicClosestNotMeConvexResultCallback callback( externalGhostObject, -getUpAxisDirections()[ m_upAxis ], m_maxSlopeCosine );
callback.m_collisionFilterGroup = externalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = externalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
// Sweep test
//
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration );
else
world->convexSweepTest( convexShape, start, end, callback );
if( callback.hasHit() )
{
// Only modify the position if the hit was a slope and not a wall or ceiling.
//
if( callback.m_hitNormalWorld.dot(getUpAxisDirections()[m_upAxis]) > btScalar( 0.0 ) )
{
// We moved up only a fraction of the step height
//
currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
return currentPosition.lerp( targetPosition, callback.m_closestHitFraction );
}
m_verticalVelocity = btScalar( 0.0 );
m_verticalOffset = btScalar( 0.0 );
return currentPosition;
}
else
{
currentStepOffset = m_stepHeight;
return targetPosition;
}
}
///Reflect the vector d around the vector r
inline btVector3 reflect( const btVector3& d, const btVector3& r )
{
return d - ( btScalar( 2.0 ) * d.dot( r ) ) * r;
return d - ( btScalar( 2.0 ) * d.dot( r ) ) * r;
}
///Project a vector u on another vector v
inline btVector3 project( const btVector3& u, const btVector3& v )
{
return v * u.dot( v );
return v * u.dot( v );
}
///Helper for computing the character sliding
inline btVector3 slide( const btVector3& direction, const btVector3& planeNormal )
{
return direction - project( direction, planeNormal );
return direction - project( direction, planeNormal );
}
btVector3 slideOnCollision( const btVector3& fromPosition, const btVector3& toPosition, const btVector3& hitNormal )
{
btVector3 moveDirection = toPosition - fromPosition;
btScalar moveLength = moveDirection.length();
btVector3 moveDirection = toPosition - fromPosition;
btScalar moveLength = moveDirection.length();
if( moveLength <= btScalar( SIMD_EPSILON ) )
return toPosition;
if( moveLength <= btScalar( SIMD_EPSILON ) )
return toPosition;
moveDirection.normalize();
moveDirection.normalize();
btVector3 reflectDir = reflect( moveDirection, hitNormal );
reflectDir.normalize();
btVector3 reflectDir = reflect( moveDirection, hitNormal );
reflectDir.normalize();
return fromPosition + slide( reflectDir, hitNormal ) * moveLength;
return fromPosition + slide( reflectDir, hitNormal ) * moveLength;
}
btVector3 btKinematicCharacterController::stepForwardAndStrafe( btCollisionWorld* collisionWorld, const btVector3& currentPosition, const btVector3& walkMove )
{
// We go to !
//
btVector3 targetPosition = currentPosition + walkMove;
// We go to !
//
btVector3 targetPosition = currentPosition + walkMove;
//if the no collisions mode is on, no need to go any further
if(!mCollision) return targetPosition;
// Retrieve the collision shape
//
btCollisionShape* collisionShape = externalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
btTransform start;
start.setIdentity();
btTransform end;
end.setIdentity();
btScalar fraction = btScalar( 1.0 );
// This optimization scheme suffers in the corners.
// It basically jumps from a wall to another, then fails to find a new
// position (after 4 iterations here) and finally don't move at all.
//
// The stepping algorithm adds some problems with stairs. It seems
// the treads create some fake corner using capsules for collisions.
//
for( int i = 0; i < 4 && fraction > btScalar( 0.01 ); i++ )
{
start.setOrigin( currentPosition );
end.setOrigin( targetPosition );
btVector3 sweepDirNegative = currentPosition - targetPosition;
btKinematicClosestNotMeConvexResultCallback callback( externalGhostObject, sweepDirNegative, btScalar( 0.0 ) );
callback.m_collisionFilterGroup = externalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = externalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
else
collisionWorld->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
if( callback.hasHit() )
{
// Try another target position
//
targetPosition = slideOnCollision( currentPosition, targetPosition, callback.m_hitNormalWorld );
fraction = callback.m_closestHitFraction;
}
else
// Move to the valid target position
//
return targetPosition;
}
// Don't move if you can't find a valid target position...
// It prevents some flickering.
//
return currentPosition;
// Retrieve the collision shape
//
btCollisionShape* collisionShape = externalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
btTransform start;
start.setIdentity();
btTransform end;
end.setIdentity();
btScalar fraction = btScalar( 1.0 );
// This optimization scheme suffers in the corners.
// It basically jumps from a wall to another, then fails to find a new
// position (after 4 iterations here) and finally don't move at all.
//
// The stepping algorithm adds some problems with stairs. It seems
// the treads create some fake corner using capsules for collisions.
//
for( int i = 0; i < 4 && fraction > btScalar( 0.01 ); i++ )
{
start.setOrigin( currentPosition );
end.setOrigin( targetPosition );
btVector3 sweepDirNegative = currentPosition - targetPosition;
btKinematicClosestNotMeConvexResultCallback callback( externalGhostObject, sweepDirNegative, btScalar( 0.0 ) );
callback.m_collisionFilterGroup = externalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = externalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
else
collisionWorld->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
if( callback.hasHit() )
{
// Try another target position
//
targetPosition = slideOnCollision( currentPosition, targetPosition, callback.m_hitNormalWorld );
fraction = callback.m_closestHitFraction;
}
else
// Move to the valid target position
//
return targetPosition;
}
// Don't move if you can't find a valid target position...
// It prevents some flickering.
//
return currentPosition;
}
///Handle the gravity
btScalar btKinematicCharacterController::addFallOffset( bool wasOnGround, btScalar currentStepOffset, btScalar dt )
{
btScalar downVelocity = ( m_verticalVelocity < 0.0 ? -m_verticalVelocity : btScalar( 0.0 ) ) * dt;
btScalar downVelocity = ( m_verticalVelocity < 0.0 ? -m_verticalVelocity : btScalar( 0.0 ) ) * dt;
if( downVelocity > btScalar( 0.0 ) && downVelocity < m_stepHeight && ( wasOnGround || !m_wasJumping ) )
downVelocity = m_stepHeight;
if( downVelocity > btScalar( 0.0 ) && downVelocity < m_stepHeight && ( wasOnGround || !m_wasJumping ) )
downVelocity = m_stepHeight;
return currentStepOffset + downVelocity;
return currentStepOffset + downVelocity;
}
btVector3 btKinematicCharacterController::stepDown( btCollisionWorld* collisionWorld, const btVector3& currentPosition, btScalar currentStepOffset )
{
btVector3 stepDrop = getUpAxisDirections()[ m_upAxis ] * currentStepOffset;
btVector3 stepDrop = getUpAxisDirections()[ m_upAxis ] * currentStepOffset;
// Be sure we are falling from the last m_currentPosition
// It prevents some flickering
//
btVector3 targetPosition = currentPosition - stepDrop;
// Be sure we are falling from the last m_currentPosition
// It prevents some flickering
//
btVector3 targetPosition = currentPosition - stepDrop;
//if the no collisions mode is on, no need to go any further
if(!mCollision) return targetPosition;
btTransform start;
start.setIdentity();
start.setOrigin( currentPosition );
btTransform end;
end.setIdentity();
end.setOrigin( targetPosition );
btKinematicClosestNotMeConvexResultCallback callback( internalGhostObject, getUpAxisDirections()[ m_upAxis ], m_maxSlopeCosine );
callback.m_collisionFilterGroup = internalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = internalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
// Retrieve the collision shape
//
btCollisionShape* collisionShape = internalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
else
collisionWorld->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
if( callback.hasHit() )
{
m_verticalVelocity = btScalar( 0.0 );
m_verticalOffset = btScalar( 0.0 );
m_wasJumping = false;
// We dropped a fraction of the height -> hit floor
//
return currentPosition.lerp( targetPosition, callback.m_closestHitFraction );
}
else
// We dropped the full height
//
return targetPosition;
btTransform start;
start.setIdentity();
start.setOrigin( currentPosition );
btTransform end;
end.setIdentity();
end.setOrigin( targetPosition );
btKinematicClosestNotMeConvexResultCallback callback( internalGhostObject, getUpAxisDirections()[ m_upAxis ], m_maxSlopeCosine );
callback.m_collisionFilterGroup = internalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = internalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
// Retrieve the collision shape
//
btCollisionShape* collisionShape = internalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
else
collisionWorld->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
if( callback.hasHit() )
{
m_verticalVelocity = btScalar( 0.0 );
m_verticalOffset = btScalar( 0.0 );
m_wasJumping = false;
// We dropped a fraction of the height -> hit floor
//
return currentPosition.lerp( targetPosition, callback.m_closestHitFraction );
}
else
// We dropped the full height
//
return targetPosition;
}
void btKinematicCharacterController::setWalkDirection( const btVector3& walkDirection )
{
m_useWalkDirection = true;
m_walkDirection = walkDirection;
m_useWalkDirection = true;
m_walkDirection = walkDirection;
}
void btKinematicCharacterController::setVelocityForTimeInterval( const btVector3& velocity, btScalar timeInterval )
{
m_useWalkDirection = false;
m_walkDirection = velocity;
m_velocityTimeInterval = timeInterval;
m_useWalkDirection = false;
m_walkDirection = velocity;
m_velocityTimeInterval = timeInterval;
}
@ -479,162 +479,162 @@ void btKinematicCharacterController::reset()
void btKinematicCharacterController::warp( const btVector3& origin )
{
btTransform transform;
transform.setIdentity();
transform.setOrigin( -origin );
btTransform transform;
transform.setIdentity();
transform.setOrigin( -origin );
externalGhostObject->setWorldTransform( transform );
internalGhostObject->setWorldTransform( transform );
externalGhostObject->setWorldTransform( transform );
internalGhostObject->setWorldTransform( transform );
}
void btKinematicCharacterController::preStep( btCollisionWorld* collisionWorld )
{
BT_PROFILE( "preStep" );
BT_PROFILE( "preStep" );
for( int i = 0; i < 4 && recoverFromPenetration ( collisionWorld ); i++ );
for( int i = 0; i < 4 && recoverFromPenetration ( collisionWorld ); i++ );
}
void btKinematicCharacterController::playerStep( btCollisionWorld* collisionWorld, btScalar dt )
{
BT_PROFILE( "playerStep" );
BT_PROFILE( "playerStep" );
if( !m_useWalkDirection && m_velocityTimeInterval <= btScalar( 0.0 ) )
return;
if( !m_useWalkDirection && m_velocityTimeInterval <= btScalar( 0.0 ) )
return;
bool wasOnGround = onGround();
bool wasOnGround = onGround();
// Handle the gravity
//
m_verticalVelocity -= m_gravity * dt;
// Handle the gravity
//
m_verticalVelocity -= m_gravity * dt;
if( m_verticalVelocity > 0.0 && m_verticalVelocity > m_jumpSpeed )
m_verticalVelocity = m_jumpSpeed;
if( m_verticalVelocity > 0.0 && m_verticalVelocity > m_jumpSpeed )
m_verticalVelocity = m_jumpSpeed;
if( m_verticalVelocity < 0.0 && btFabs( m_verticalVelocity ) > btFabs( m_fallSpeed ) )
m_verticalVelocity = -btFabs( m_fallSpeed );
if( m_verticalVelocity < 0.0 && btFabs( m_verticalVelocity ) > btFabs( m_fallSpeed ) )
m_verticalVelocity = -btFabs( m_fallSpeed );
m_verticalOffset = m_verticalVelocity * dt;
m_verticalOffset = m_verticalVelocity * dt;
// This forced stepping up can cause problems when the character
// walks (jump in fact...) under too low ceilings.
//
btVector3 currentPosition = externalGhostObject->getWorldTransform().getOrigin();
btScalar currentStepOffset;
// This forced stepping up can cause problems when the character
// walks (jump in fact...) under too low ceilings.
//
btVector3 currentPosition = externalGhostObject->getWorldTransform().getOrigin();
btScalar currentStepOffset;
currentPosition = stepUp( collisionWorld, currentPosition, currentStepOffset );
currentPosition = stepUp( collisionWorld, currentPosition, currentStepOffset );
// Move in the air and slide against the walls ignoring the stair steps.
//
if( m_useWalkDirection )
currentPosition = stepForwardAndStrafe( collisionWorld, currentPosition, m_walkDirection );
// Move in the air and slide against the walls ignoring the stair steps.
//
if( m_useWalkDirection )
currentPosition = stepForwardAndStrafe( collisionWorld, currentPosition, m_walkDirection );
else
{
btScalar dtMoving = ( dt < m_velocityTimeInterval ) ? dt : m_velocityTimeInterval;
m_velocityTimeInterval -= dt;
else
{
btScalar dtMoving = ( dt < m_velocityTimeInterval ) ? dt : m_velocityTimeInterval;
m_velocityTimeInterval -= dt;
// How far will we move while we are moving ?
//
btVector3 moveDirection = m_walkDirection * dtMoving;
// How far will we move while we are moving ?
//
btVector3 moveDirection = m_walkDirection * dtMoving;
currentPosition = stepForwardAndStrafe( collisionWorld, currentPosition, moveDirection );
}
currentPosition = stepForwardAndStrafe( collisionWorld, currentPosition, moveDirection );
}
// Finally find the ground.
//
currentStepOffset = addFallOffset( wasOnGround, currentStepOffset, dt );
// Finally find the ground.
//
currentStepOffset = addFallOffset( wasOnGround, currentStepOffset, dt );
currentPosition = stepDown( collisionWorld, currentPosition, currentStepOffset );
currentPosition = stepDown( collisionWorld, currentPosition, currentStepOffset );
// Apply the new position to the collision objects.
//
btTransform tranform;
tranform = externalGhostObject->getWorldTransform();
tranform.setOrigin( currentPosition );
// Apply the new position to the collision objects.
//
btTransform tranform;
tranform = externalGhostObject->getWorldTransform();
tranform.setOrigin( currentPosition );
externalGhostObject->setWorldTransform( tranform );
internalGhostObject->setWorldTransform( tranform );
externalGhostObject->setWorldTransform( tranform );
internalGhostObject->setWorldTransform( tranform );
}
void btKinematicCharacterController::setFallSpeed( btScalar fallSpeed )
{
m_fallSpeed = fallSpeed;
m_fallSpeed = fallSpeed;
}
void btKinematicCharacterController::setJumpSpeed( btScalar jumpSpeed )
{
m_jumpSpeed = jumpSpeed;
m_jumpSpeed = jumpSpeed;
}
void btKinematicCharacterController::setMaxJumpHeight( btScalar maxJumpHeight )
{
m_maxJumpHeight = maxJumpHeight;
m_maxJumpHeight = maxJumpHeight;
}
bool btKinematicCharacterController::canJump() const
{
return onGround();
return onGround();
}
void btKinematicCharacterController::jump()
{
if( !canJump() )
return;
if( !canJump() )
return;
m_verticalVelocity = m_jumpSpeed;
m_wasJumping = true;
m_verticalVelocity = m_jumpSpeed;
m_wasJumping = true;
}
void btKinematicCharacterController::setGravity( btScalar gravity )
{
m_gravity = gravity;
m_gravity = gravity;
}
btScalar btKinematicCharacterController::getGravity() const
{
return m_gravity;
return m_gravity;
}
void btKinematicCharacterController::setMaxSlope( btScalar slopeRadians )
{
m_maxSlopeRadians = slopeRadians;
m_maxSlopeCosine = btCos( slopeRadians );
m_maxSlopeRadians = slopeRadians;
m_maxSlopeCosine = btCos( slopeRadians );
}
btScalar btKinematicCharacterController::getMaxSlope() const
{
return m_maxSlopeRadians;
return m_maxSlopeRadians;
}
bool btKinematicCharacterController::onGround() const
{
return btFabs( m_verticalVelocity ) < btScalar( SIMD_EPSILON ) &&
btFabs( m_verticalOffset ) < btScalar( SIMD_EPSILON );
return btFabs( m_verticalVelocity ) < btScalar( SIMD_EPSILON ) &&
btFabs( m_verticalOffset ) < btScalar( SIMD_EPSILON );
}
btVector3* btKinematicCharacterController::getUpAxisDirections()
{
static btVector3 sUpAxisDirection[] =
{
btVector3( btScalar( 0.0 ), btScalar( 0.0 ), btScalar( 0.0 ) ),
btVector3( btScalar( 0.0 ), btScalar( 1.0 ), btScalar( 0.0 ) ),
btVector3( btScalar( 0.0 ), btScalar( 0.0 ), btScalar( 1.0 ) )
};
static btVector3 sUpAxisDirection[] =
{
btVector3( btScalar( 0.0 ), btScalar( 0.0 ), btScalar( 0.0 ) ),
btVector3( btScalar( 0.0 ), btScalar( 1.0 ), btScalar( 0.0 ) ),
btVector3( btScalar( 0.0 ), btScalar( 0.0 ), btScalar( 1.0 ) )
};
return sUpAxisDirection;
return sUpAxisDirection;
}

@ -44,41 +44,41 @@ public:
};
private:
btPairCachingGhostObject* externalGhostObject; // use this for querying collisions for sliding and move
btPairCachingGhostObject* internalGhostObject; // and this for recoreving from penetrations
btPairCachingGhostObject* externalGhostObject; // use this for querying collisions for sliding and move
btPairCachingGhostObject* internalGhostObject; // and this for recoreving from penetrations
btScalar m_verticalVelocity;
btScalar m_verticalOffset;
btScalar m_fallSpeed;
btScalar m_jumpSpeed;
btScalar m_maxJumpHeight;
btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value)
btScalar m_maxSlopeCosine; // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization)
btScalar m_gravity;
btScalar m_recoveringFactor;
btScalar m_verticalVelocity;
btScalar m_verticalOffset;
btScalar m_fallSpeed;
btScalar m_jumpSpeed;
btScalar m_maxJumpHeight;
btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value)
btScalar m_maxSlopeCosine; // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization)
btScalar m_gravity;
btScalar m_recoveringFactor;
btScalar m_stepHeight;
btScalar m_stepHeight;
///this is the desired walk direction, set by the user
btVector3 m_walkDirection;
///this is the desired walk direction, set by the user
btVector3 m_walkDirection;
///keep track of the contact manifolds
btManifoldArray m_manifoldArray;
///keep track of the contact manifolds
btManifoldArray m_manifoldArray;
///Gravity attributes
bool m_wasJumping;
bool m_wasJumping;
bool m_useGhostObjectSweepTest;
bool m_useWalkDirection;
btScalar m_velocityTimeInterval;
bool m_useGhostObjectSweepTest;
bool m_useWalkDirection;
btScalar m_velocityTimeInterval;
UpAxis m_upAxis;
UpAxis m_upAxis;
static btVector3* getUpAxisDirections();
static btVector3* getUpAxisDirections();
bool recoverFromPenetration ( btCollisionWorld* collisionWorld );
bool recoverFromPenetration ( btCollisionWorld* collisionWorld );
btVector3 stepUp( btCollisionWorld* collisionWorld, const btVector3& currentPosition, btScalar& currentStepOffset );
btVector3 stepUp( btCollisionWorld* collisionWorld, const btVector3& currentPosition, btScalar& currentStepOffset );
btVector3 stepForwardAndStrafe( btCollisionWorld* collisionWorld, const btVector3& currentPosition, const btVector3& walkMove );
btScalar addFallOffset( bool wasJumping, btScalar currentStepOffset, btScalar dt );
btVector3 stepDown( btCollisionWorld* collisionWorld, const btVector3& currentPosition, btScalar currentStepOffset );
@ -90,7 +90,7 @@ public:
/// Using a smaller internalGhostObject can help for removing some flickering but create some
/// stopping artefacts when sliding along stairs or small walls.
/// Don't forget to scale gravity and fallSpeed if you scale the world.
btKinematicCharacterController( btPairCachingGhostObject* externalGhostObject,
btKinematicCharacterController( btPairCachingGhostObject* externalGhostObject,
btPairCachingGhostObject* internalGhostObject,
btScalar stepHeight,
btScalar constantScale = btScalar( 1.0 ),
@ -99,67 +99,67 @@ public:
btScalar jumpVelocity = btScalar( 9.8 ),
btScalar recoveringFactor = btScalar( 0.2 ) );
~btKinematicCharacterController ();
~btKinematicCharacterController ();
void setVerticalVelocity(float z);
///btActionInterface interface
virtual void updateAction( btCollisionWorld* collisionWorld, btScalar deltaTime )
{
///btActionInterface interface
virtual void updateAction( btCollisionWorld* collisionWorld, btScalar deltaTime )
{
preStep( collisionWorld );
playerStep( collisionWorld, deltaTime );
}
playerStep( collisionWorld, deltaTime );
}
///btActionInterface interface
void debugDraw( btIDebugDraw* debugDrawer );
///btActionInterface interface
void debugDraw( btIDebugDraw* debugDrawer );
void setUpAxis( UpAxis axis )
{
m_upAxis = axis;
}
/// This should probably be called setPositionIncrementPerSimulatorStep.
/// This is neither a direction nor a velocity, but the amount to
/// increment the position each simulation iteration, regardless
/// of dt.
/// This call will reset any velocity set by setVelocityForTimeInterval().
virtual void setWalkDirection(const btVector3& walkDirection);
/// Caller provides a velocity with which the character should move for
/// the given time period. After the time period, velocity is reset
/// to zero.
/// This call will reset any walk direction set by setWalkDirection().
/// Negative time intervals will result in no motion.
virtual void setVelocityForTimeInterval(const btVector3& velocity,
btScalar timeInterval);
void reset();
void warp( const btVector3& origin );
void preStep( btCollisionWorld* collisionWorld );
void playerStep( btCollisionWorld* collisionWorld, btScalar dt );
void setFallSpeed( btScalar fallSpeed );
void setJumpSpeed( btScalar jumpSpeed );
void setMaxJumpHeight( btScalar maxJumpHeight );
bool canJump() const;
void jump();
void setGravity( btScalar gravity );
btScalar getGravity() const;
/// The max slope determines the maximum angle that the controller can walk up.
/// The slope angle is measured in radians.
void setMaxSlope( btScalar slopeRadians );
btScalar getMaxSlope() const;
void setUseGhostSweepTest( bool useGhostObjectSweepTest )
{
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
}
bool onGround() const;
{
m_upAxis = axis;
}
/// This should probably be called setPositionIncrementPerSimulatorStep.
/// This is neither a direction nor a velocity, but the amount to
/// increment the position each simulation iteration, regardless
/// of dt.
/// This call will reset any velocity set by setVelocityForTimeInterval().
virtual void setWalkDirection(const btVector3& walkDirection);
/// Caller provides a velocity with which the character should move for
/// the given time period. After the time period, velocity is reset
/// to zero.
/// This call will reset any walk direction set by setWalkDirection().
/// Negative time intervals will result in no motion.
virtual void setVelocityForTimeInterval(const btVector3& velocity,
btScalar timeInterval);
void reset();
void warp( const btVector3& origin );
void preStep( btCollisionWorld* collisionWorld );
void playerStep( btCollisionWorld* collisionWorld, btScalar dt );
void setFallSpeed( btScalar fallSpeed );
void setJumpSpeed( btScalar jumpSpeed );
void setMaxJumpHeight( btScalar maxJumpHeight );
bool canJump() const;
void jump();
void setGravity( btScalar gravity );
btScalar getGravity() const;
/// The max slope determines the maximum angle that the controller can walk up.
/// The slope angle is measured in radians.
void setMaxSlope( btScalar slopeRadians );
btScalar getMaxSlope() const;
void setUseGhostSweepTest( bool useGhostObjectSweepTest )
{
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
}
bool onGround() const;
//if set to false, there will be no collision.
bool mCollision;

@ -15,63 +15,63 @@
namespace OEngine {
namespace Physic
{
enum collisiontypes {
COL_NOTHING = 0, //<Collide with nothing
COL_WORLD = BIT(0), //<Collide with world objects
COL_ACTOR_INTERNAL = BIT(1), //<Collide internal capsule
COL_ACTOR_EXTERNAL = BIT(2) //<collide with external capsule
};
PhysicActor::PhysicActor(std::string name)
{
mName = name;
enum collisiontypes {
COL_NOTHING = 0, //<Collide with nothing
COL_WORLD = BIT(0), //<Collide with world objects
COL_ACTOR_INTERNAL = BIT(1), //<Collide internal capsule
COL_ACTOR_EXTERNAL = BIT(2) //<collide with external capsule
};
PhysicActor::PhysicActor(std::string name)
{
mName = name;
// The capsule is at the origin
btTransform transform;
transform.setIdentity();
// The capsule is at the origin
btTransform transform;
transform.setIdentity();
// External capsule
externalGhostObject = new PairCachingGhostObject(name);
externalGhostObject->setWorldTransform( transform );
// External capsule
externalGhostObject = new PairCachingGhostObject(name);
externalGhostObject->setWorldTransform( transform );
btScalar externalCapsuleHeight = 130;
btScalar externalCapsuleWidth = 16;
btScalar externalCapsuleHeight = 130;
btScalar externalCapsuleWidth = 16;
externalCollisionShape = new btCapsuleShapeZ( externalCapsuleWidth, externalCapsuleHeight );
externalCollisionShape->setMargin( 0.1 );
externalCollisionShape = new btCapsuleShapeZ( externalCapsuleWidth, externalCapsuleHeight );
externalCollisionShape->setMargin( 0.1 );
externalGhostObject->setCollisionShape( externalCollisionShape );
externalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
externalGhostObject->setCollisionShape( externalCollisionShape );
externalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
// Internal capsule
internalGhostObject = new PairCachingGhostObject(name);
internalGhostObject->setWorldTransform( transform );
//internalGhostObject->getBroadphaseHandle()->s
btScalar internalCapsuleHeight = 120;
btScalar internalCapsuleWidth = 15;
// Internal capsule
internalGhostObject = new PairCachingGhostObject(name);
internalGhostObject->setWorldTransform( transform );
//internalGhostObject->getBroadphaseHandle()->s
btScalar internalCapsuleHeight = 120;
btScalar internalCapsuleWidth = 15;
internalCollisionShape = new btCapsuleShapeZ( internalCapsuleWidth, internalCapsuleHeight );
internalCollisionShape->setMargin( 0.1 );
internalCollisionShape = new btCapsuleShapeZ( internalCapsuleWidth, internalCapsuleHeight );
internalCollisionShape->setMargin( 0.1 );
internalGhostObject->setCollisionShape( internalCollisionShape );
internalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
internalGhostObject->setCollisionShape( internalCollisionShape );
internalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
mCharacter = new btKinematicCharacterController( externalGhostObject,internalGhostObject,btScalar( 40 ),1,4,20,9.8,0.2 );
mCharacter->setUpAxis(btKinematicCharacterController::Z_AXIS);
mCharacter = new btKinematicCharacterController( externalGhostObject,internalGhostObject,btScalar( 40 ),1,4,20,9.8,0.2 );
mCharacter->setUpAxis(btKinematicCharacterController::Z_AXIS);
mCharacter->setUseGhostSweepTest(false);
mCharacter->mCollision = false;
setGravity(0);
}
}
PhysicActor::~PhysicActor()
{
delete mCharacter;
delete internalGhostObject;
delete internalCollisionShape;
delete externalGhostObject;
delete externalCollisionShape;
}
PhysicActor::~PhysicActor()
{
delete mCharacter;
delete internalGhostObject;
delete internalCollisionShape;
delete externalGhostObject;
delete externalCollisionShape;
}
void PhysicActor::setGravity(float gravity)
{
@ -94,100 +94,100 @@ namespace Physic
return mCharacter->mCollision;
}
void PhysicActor::setWalkDirection(const btVector3& mvt)
{
mCharacter->setWalkDirection( mvt );
}
void PhysicActor::setWalkDirection(const btVector3& mvt)
{
mCharacter->setWalkDirection( mvt );
}
void PhysicActor::Rotate(const btQuaternion& quat)
{
externalGhostObject->getWorldTransform().setRotation( externalGhostObject->getWorldTransform().getRotation() * quat );
internalGhostObject->getWorldTransform().setRotation( internalGhostObject->getWorldTransform().getRotation() * quat );
}
void PhysicActor::Rotate(const btQuaternion& quat)
{
externalGhostObject->getWorldTransform().setRotation( externalGhostObject->getWorldTransform().getRotation() * quat );
internalGhostObject->getWorldTransform().setRotation( internalGhostObject->getWorldTransform().getRotation() * quat );
}
void PhysicActor::setRotation(const btQuaternion& quat)
{
externalGhostObject->getWorldTransform().setRotation( quat );
internalGhostObject->getWorldTransform().setRotation( quat );
}
void PhysicActor::setRotation(const btQuaternion& quat)
{
externalGhostObject->getWorldTransform().setRotation( quat );
internalGhostObject->getWorldTransform().setRotation( quat );
}
btVector3 PhysicActor::getPosition(void)
{
return internalGhostObject->getWorldTransform().getOrigin();
}
btVector3 PhysicActor::getPosition(void)
{
return internalGhostObject->getWorldTransform().getOrigin();
}
btQuaternion PhysicActor::getRotation(void)
{
return internalGhostObject->getWorldTransform().getRotation();
}
btQuaternion PhysicActor::getRotation(void)
{
return internalGhostObject->getWorldTransform().getRotation();
}
void PhysicActor::setPosition(const btVector3& pos)
{
internalGhostObject->getWorldTransform().setOrigin(pos);
externalGhostObject->getWorldTransform().setOrigin(pos);
}
void PhysicActor::setPosition(const btVector3& pos)
{
internalGhostObject->getWorldTransform().setOrigin(pos);
externalGhostObject->getWorldTransform().setOrigin(pos);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
RigidBody::RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name)
:btRigidBody(CI),mName(name)
{
RigidBody::RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name)
:btRigidBody(CI),mName(name)
{
};
};
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
PhysicEngine::PhysicEngine(BulletShapeLoader* shapeLoader)
{
// Set up the collision configuration and dispatcher
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
PhysicEngine::PhysicEngine(BulletShapeLoader* shapeLoader)
{
// Set up the collision configuration and dispatcher
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
// The actual physics solver
solver = new btSequentialImpulseConstraintSolver;
// The actual physics solver
solver = new btSequentialImpulseConstraintSolver;
//TODO: memory leak?
btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
//TODO: memory leak?
btOverlappingPairCache* pairCache = new btSortedOverlappingPairCache();
pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
broadphase = new btDbvtBroadphase(pairCache);
broadphase = new btDbvtBroadphase(pairCache);
// The world.
dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0,0,-10));
// The world.
dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0,0,-10));
if(BulletShapeManager::getSingletonPtr() == NULL)
{
new BulletShapeManager();
}
//TODO:singleton?
mShapeLoader = shapeLoader;
if(BulletShapeManager::getSingletonPtr() == NULL)
{
new BulletShapeManager();
}
//TODO:singleton?
mShapeLoader = shapeLoader;
isDebugCreated = false;
}
isDebugCreated = false;
}
void PhysicEngine::createDebugRendering()
{
if(!isDebugCreated)
{
Ogre::SceneManagerEnumerator::SceneManagerIterator iter = Ogre::Root::getSingleton().getSceneManagerIterator();
iter.begin();
Ogre::SceneManager* scn = iter.getNext();
Ogre::SceneNode* node = scn->getRootSceneNode()->createChildSceneNode();
node->pitch(Ogre::Degree(-90));
mDebugDrawer = new BtOgre::DebugDrawer(node, dynamicsWorld);
dynamicsWorld->setDebugDrawer(mDebugDrawer);
isDebugCreated = true;
dynamicsWorld->debugDrawWorld();
}
}
void PhysicEngine::createDebugRendering()
{
if(!isDebugCreated)
{
Ogre::SceneManagerEnumerator::SceneManagerIterator iter = Ogre::Root::getSingleton().getSceneManagerIterator();
iter.begin();
Ogre::SceneManager* scn = iter.getNext();
Ogre::SceneNode* node = scn->getRootSceneNode()->createChildSceneNode();
node->pitch(Ogre::Degree(-90));
mDebugDrawer = new BtOgre::DebugDrawer(node, dynamicsWorld);
dynamicsWorld->setDebugDrawer(mDebugDrawer);
isDebugCreated = true;
dynamicsWorld->debugDrawWorld();
}
}
void PhysicEngine::setDebugRenderingMode(int mode)
{
@ -198,69 +198,69 @@ namespace Physic
mDebugDrawer->setDebugMode(mode);
}
PhysicEngine::~PhysicEngine()
{
delete dynamicsWorld;
delete solver;
delete collisionConfiguration;
delete dispatcher;
delete broadphase;
delete mShapeLoader;
}
RigidBody* PhysicEngine::createRigidBody(std::string mesh,std::string name)
{
//get the shape from the .nif
mShapeLoader->load(mesh,"General");
BulletShapeManager::getSingletonPtr()->load(mesh,"General");
BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(mesh,"General");
//create the motionState
CMotionState* newMotionState = new CMotionState(this,name);
//create the real body
btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,newMotionState,shape->Shape);
RigidBody* body = new RigidBody(CI,name);
PhysicEngine::~PhysicEngine()
{
delete dynamicsWorld;
delete solver;
delete collisionConfiguration;
delete dispatcher;
delete broadphase;
delete mShapeLoader;
}
RigidBody* PhysicEngine::createRigidBody(std::string mesh,std::string name)
{
//get the shape from the .nif
mShapeLoader->load(mesh,"General");
BulletShapeManager::getSingletonPtr()->load(mesh,"General");
BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(mesh,"General");
//create the motionState
CMotionState* newMotionState = new CMotionState(this,name);
//create the real body
btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,newMotionState,shape->Shape);
RigidBody* body = new RigidBody(CI,name);
body->collide = shape->collide;
return body;
}
return body;
}
void PhysicEngine::addRigidBody(RigidBody* body)
{
void PhysicEngine::addRigidBody(RigidBody* body)
{
if(body->collide)
{
dynamicsWorld->addRigidBody(body,COL_WORLD,COL_WORLD|COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL);
dynamicsWorld->addRigidBody(body,COL_WORLD,COL_WORLD|COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL);
}
else
{
dynamicsWorld->addRigidBody(body,COL_WORLD,COL_NOTHING);
}
body->setActivationState(DISABLE_DEACTIVATION);
RigidBodyMap[body->mName] = body;
}
body->setActivationState(DISABLE_DEACTIVATION);
RigidBodyMap[body->mName] = body;
}
void PhysicEngine::removeRigidBody(std::string name)
{
void PhysicEngine::removeRigidBody(std::string name)
{
std::map<std::string,RigidBody*>::iterator it = RigidBodyMap.find(name);
if (it != RigidBodyMap.end() )
{
RigidBody* body = it->second;
if(body != NULL)
{
// broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
// broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
/*std::map<std::string,PhysicActor*>::iterator it2 = PhysicActorMap.begin();
for(;it2!=PhysicActorMap.end();it++)
{
it2->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
it2->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
}*/
for(;it2!=PhysicActorMap.end();it++)
{
it2->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
it2->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
}*/
dynamicsWorld->removeRigidBody(RigidBodyMap[name]);
}
}
}
}
void PhysicEngine::deleteRigidBody(std::string name)
{
void PhysicEngine::deleteRigidBody(std::string name)
{
std::map<std::string,RigidBody*>::iterator it = RigidBodyMap.find(name);
if (it != RigidBodyMap.end() )
{
@ -271,34 +271,34 @@ namespace Physic
}
RigidBodyMap.erase(it);
}
}
RigidBody* PhysicEngine::getRigidBody(std::string name)
{
RigidBody* body = RigidBodyMap[name];
return body;
}
void PhysicEngine::stepSimulation(double deltaT)
{
dynamicsWorld->stepSimulation(deltaT,1,1/50.);
if(isDebugCreated)
{
mDebugDrawer->step();
}
}
void PhysicEngine::addCharacter(std::string name)
{
PhysicActor* newActor = new PhysicActor(name);
dynamicsWorld->addCollisionObject( newActor->externalGhostObject, COL_ACTOR_EXTERNAL, COL_WORLD |COL_ACTOR_EXTERNAL );
dynamicsWorld->addCollisionObject( newActor->internalGhostObject, COL_ACTOR_INTERNAL, COL_WORLD |COL_ACTOR_INTERNAL );
dynamicsWorld->addAction( newActor->mCharacter );
PhysicActorMap[name] = newActor;
}
void PhysicEngine::removeCharacter(std::string name)
{
}
RigidBody* PhysicEngine::getRigidBody(std::string name)
{
RigidBody* body = RigidBodyMap[name];
return body;
}
void PhysicEngine::stepSimulation(double deltaT)
{
dynamicsWorld->stepSimulation(deltaT,1,1/50.);
if(isDebugCreated)
{
mDebugDrawer->step();
}
}
void PhysicEngine::addCharacter(std::string name)
{
PhysicActor* newActor = new PhysicActor(name);
dynamicsWorld->addCollisionObject( newActor->externalGhostObject, COL_ACTOR_EXTERNAL, COL_WORLD |COL_ACTOR_EXTERNAL );
dynamicsWorld->addCollisionObject( newActor->internalGhostObject, COL_ACTOR_INTERNAL, COL_WORLD |COL_ACTOR_INTERNAL );
dynamicsWorld->addAction( newActor->mCharacter );
PhysicActorMap[name] = newActor;
}
void PhysicEngine::removeCharacter(std::string name)
{
//std::cout << "remove";
std::map<std::string,PhysicActor*>::iterator it = PhysicActorMap.find(name);
if (it != PhysicActorMap.end() )
@ -307,15 +307,15 @@ namespace Physic
if(act != NULL)
{
/*broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
std::map<std::string,PhysicActor*>::iterator it2 = PhysicActorMap.begin();
for(;it2!=PhysicActorMap.end();it++)
{
it->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
it->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
it->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
it->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
}*/
broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
std::map<std::string,PhysicActor*>::iterator it2 = PhysicActorMap.begin();
for(;it2!=PhysicActorMap.end();it++)
{
it->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
it->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
it->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
it->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
}*/
//act->externalGhostObject->
dynamicsWorld->removeCollisionObject(act->externalGhostObject);
dynamicsWorld->removeCollisionObject(act->internalGhostObject);
@ -325,17 +325,17 @@ namespace Physic
PhysicActorMap.erase(it);
}
//std::cout << "ok";
}
}
PhysicActor* PhysicEngine::getCharacter(std::string name)
{
PhysicActor* act = PhysicActorMap[name];
return act;
}
PhysicActor* PhysicEngine::getCharacter(std::string name)
{
PhysicActor* act = PhysicActorMap[name];
return act;
}
void PhysicEngine::emptyEventLists(void)
{
}
void PhysicEngine::emptyEventLists(void)
{
}
std::pair<std::string,float> PhysicEngine::rayTest(btVector3& from,btVector3& to)
{

@ -18,19 +18,19 @@ class btKinematicCharacterController;
namespace BtOgre
{
class DebugDrawer;
class DebugDrawer;
}
namespace MWWorld
{
class World;
class World;
}
namespace OEngine {
namespace Physic
{
class CMotionState;
struct PhysicEvent;
class CMotionState;
struct PhysicEvent;
/**
*This is just used to be able to name objects.
@ -45,179 +45,179 @@ namespace Physic
std::string mName;
};
/**
*A physic Actor use a modifed KinematicCharacterController taken in the bullet forum.
*/
class PhysicActor
{
public:
PhysicActor(std::string name);
/**
* A physic Actor use a modifed KinematicCharacterController taken in the bullet forum.
*/
class PhysicActor
{
public:
PhysicActor(std::string name);
~PhysicActor();
~PhysicActor();
/**
*This function set the walkDirection. This is not relative to the actor orientation.
*I think it's also needed to take time into account. A typical call should look like this:
*setWalkDirection( mvt * orientation * dt)
*/
void setWalkDirection(const btVector3& mvt);
/**
* This function set the walkDirection. This is not relative to the actor orientation.
* I think it's also needed to take time into account. A typical call should look like this:
* setWalkDirection( mvt * orientation * dt)
*/
void setWalkDirection(const btVector3& mvt);
void Rotate(const btQuaternion& quat);
void Rotate(const btQuaternion& quat);
void setRotation(const btQuaternion& quat);
void setRotation(const btQuaternion& quat);
void setGravity(float gravity);
void setVerticalVelocity(float z);
void enableCollisions(bool collision);
bool getCollisionMode();
btVector3 getPosition(void);
btVector3 getPosition(void);
btQuaternion getRotation(void);
btQuaternion getRotation(void);
void setPosition(const btVector3& pos);
void setPosition(const btVector3& pos);
btKinematicCharacterController* mCharacter;
btKinematicCharacterController* mCharacter;
PairCachingGhostObject* internalGhostObject;
btCollisionShape* internalCollisionShape;
PairCachingGhostObject* internalGhostObject;
btCollisionShape* internalCollisionShape;
PairCachingGhostObject* externalGhostObject;
btCollisionShape* externalCollisionShape;
PairCachingGhostObject* externalGhostObject;
btCollisionShape* externalCollisionShape;
std::string mName;
};
std::string mName;
};
/**
*This class is just an extension of normal btRigidBody in order to add extra info.
*When bullet give back a btRigidBody, you can just do a static_cast to RigidBody,
*so one never should use btRigidBody directly!
*/
class RigidBody: public btRigidBody
{
public:
RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name);
std::string mName;
/**
*This class is just an extension of normal btRigidBody in order to add extra info.
*When bullet give back a btRigidBody, you can just do a static_cast to RigidBody,
*so one never should use btRigidBody directly!
*/
class RigidBody: public btRigidBody
{
public:
RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name);
std::string mName;
//is this body used for raycasting only?
bool collide;
};
/**
*The PhysicEngine class contain everything which is needed for Physic.
*It's needed that Ogre Resources are set up before the PhysicEngine is created.
*Note:deleting it WILL NOT delete the RigidBody!
*TODO:unload unused resources?
*/
class PhysicEngine
{
public:
/**
*Note that the shapeLoader IS destroyed by the phyic Engine!!
*/
PhysicEngine(BulletShapeLoader* shapeLoader);
/**
*It DOES destroy the shape loader!
*/
~PhysicEngine();
/**
*create a RigidBody.It does not add it to the simulation, but it does add it to the rigidBody Map,
*so you can get it with the getRigidBody function.
*/
RigidBody* createRigidBody(std::string mesh,std::string name);
/**
*Add a RigidBody to the simulation
*/
void addRigidBody(RigidBody* body);
/**
*Remove a RigidBody from the simulation. It does not delete it, and does not remove it from the RigidBodyMap.
*/
void removeRigidBody(std::string name);
/**
*delete a RigidBody, and remove it from RigidBodyMap.
*/
void deleteRigidBody(std::string name);
/**
*Return a pointer to a given rigid body.
*TODO:check if exist
*/
RigidBody* getRigidBody(std::string name);
/**
*Create and add a character to the scene, and add it to the ActorMap.
*/
void addCharacter(std::string name);
/**
*Remove a character from the scene. TODO:delete it! for now, a small memory leak^^ done?
*/
void removeCharacter(std::string name);
/**
*return a pointer to a character
*TODO:check if the actor exist...
*/
PhysicActor* getCharacter(std::string name);
/**
*This step the simulation of a given time.
*/
void stepSimulation(double deltaT);
/**
*Empty events lists
*/
void emptyEventLists(void);
/**
*Create a debug rendering. It is called by setDebgRenderingMode if it's not created yet.
*Important Note: this will crash if the Render is not yet initialise!
*/
void createDebugRendering();
/**
*Set the debug rendering mode. 0 to turn it off.
*Important Note: this will crash if the Render is not yet initialise!
*/
void setDebugRenderingMode(int mode);
/**
*Return the closest object hit by a ray. If there are no objects, it will return ("",-1).
*/
};
/**
* The PhysicEngine class contain everything which is needed for Physic.
* It's needed that Ogre Resources are set up before the PhysicEngine is created.
* Note:deleting it WILL NOT delete the RigidBody!
* TODO:unload unused resources?
*/
class PhysicEngine
{
public:
/**
* Note that the shapeLoader IS destroyed by the phyic Engine!!
*/
PhysicEngine(BulletShapeLoader* shapeLoader);
/**
* It DOES destroy the shape loader!
*/
~PhysicEngine();
/**
* Create a RigidBody.It does not add it to the simulation, but it does add it to the rigidBody Map,
* so you can get it with the getRigidBody function.
*/
RigidBody* createRigidBody(std::string mesh,std::string name);
/**
* Add a RigidBody to the simulation
*/
void addRigidBody(RigidBody* body);
/**
* Remove a RigidBody from the simulation. It does not delete it, and does not remove it from the RigidBodyMap.
*/
void removeRigidBody(std::string name);
/**
* Delete a RigidBody, and remove it from RigidBodyMap.
*/
void deleteRigidBody(std::string name);
/**
* Return a pointer to a given rigid body.
* TODO:check if exist
*/
RigidBody* getRigidBody(std::string name);
/**
* Create and add a character to the scene, and add it to the ActorMap.
*/
void addCharacter(std::string name);
/**
* Remove a character from the scene. TODO:delete it! for now, a small memory leak^^ done?
*/
void removeCharacter(std::string name);
/**
* Return a pointer to a character
* TODO:check if the actor exist...
*/
PhysicActor* getCharacter(std::string name);
/**
* This step the simulation of a given time.
*/
void stepSimulation(double deltaT);
/**
* Empty events lists
*/
void emptyEventLists(void);
/**
* Create a debug rendering. It is called by setDebgRenderingMode if it's not created yet.
* Important Note: this will crash if the Render is not yet initialise!
*/
void createDebugRendering();
/**
* Set the debug rendering mode. 0 to turn it off.
* Important Note: this will crash if the Render is not yet initialise!
*/
void setDebugRenderingMode(int mode);
/**
* Return the closest object hit by a ray. If there are no objects, it will return ("",-1).
*/
std::pair<std::string,float> rayTest(btVector3& from,btVector3& to);
//event list of non player object
std::list<PhysicEvent> NPEventList;
//event list of non player object
std::list<PhysicEvent> NPEventList;
//event list affecting the player
std::list<PhysicEvent> PEventList;
//event list affecting the player
std::list<PhysicEvent> PEventList;
//Bullet Stuff
btBroadphaseInterface* broadphase;
btDefaultCollisionConfiguration* collisionConfiguration;
btSequentialImpulseConstraintSolver* solver;
btCollisionDispatcher* dispatcher;
btDiscreteDynamicsWorld* dynamicsWorld;
//Bullet Stuff
btBroadphaseInterface* broadphase;
btDefaultCollisionConfiguration* collisionConfiguration;
btSequentialImpulseConstraintSolver* solver;
btCollisionDispatcher* dispatcher;
btDiscreteDynamicsWorld* dynamicsWorld;
//the NIF file loader.
BulletShapeLoader* mShapeLoader;
//the NIF file loader.
BulletShapeLoader* mShapeLoader;
std::map<std::string,RigidBody*> RigidBodyMap;
std::map<std::string,PhysicActor*> PhysicActorMap;
std::map<std::string,RigidBody*> RigidBodyMap;
std::map<std::string,PhysicActor*> PhysicActorMap;
//debug rendering
BtOgre::DebugDrawer* mDebugDrawer;
bool isDebugCreated;
};
//debug rendering
BtOgre::DebugDrawer* mDebugDrawer;
bool isDebugCreated;
};
}}

@ -1 +1 @@
Subproject commit a05046026ec9edb1e528fac2c70f887239302237
Subproject commit f3c9694bf249a34eae05f0304e6bfc120014ce8c

@ -10,48 +10,48 @@ using namespace OEngine::Render;
void MouseLookEvent::event(Type type, int index, const void *p)
{
if(type != EV_MouseMove || camera == NULL) return;
MouseEvent *arg = (MouseEvent*)(p);
float x = arg->state.X.rel * sensX;
float y = arg->state.Y.rel * sensY;
camera->getParentSceneNode()->getParentSceneNode()->yaw(Degree(-x));
camera->getParentSceneNode()->pitch(Degree(-y));
if(flipProt)
{
// The camera before pitching
/*Quaternion nopitch = camera->getParentSceneNode()->getOrientation();
camera->getParentSceneNode()->pitch(Degree(-y));
// Apply some failsafe measures against the camera flipping
// upside down. Is the camera close to pointing straight up or
// down?
if(Ogre::Vector3(camera->getParentSceneNode()->getOrientation()*Ogre::Vector3::UNIT_Y)[1] <= 0.1)
// If so, undo the last pitch
camera->getParentSceneNode()->setOrientation(nopitch);*/
//camera->getU
// Angle of rotation around the X-axis.
float pitchAngle = (2 * Ogre::Degree(Ogre::Math::ACos(camera->getParentSceneNode()->getOrientation().w)).valueDegrees());
// Just to determine the sign of the angle we pick up above, the
// value itself does not interest us.
float pitchAngleSign = camera->getParentSceneNode()->getOrientation().x;
// Limit the pitch between -90 degress and +90 degrees, Quake3-style.
if (pitchAngle > 90.0f)
{
if (pitchAngleSign > 0)
// Set orientation to 90 degrees on X-axis.
camera->getParentSceneNode()->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f),
Ogre::Math::Sqrt(0.5f), 0, 0));
else if (pitchAngleSign < 0)
// Sets orientation to -90 degrees on X-axis.
camera->getParentSceneNode()->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f),
-Ogre::Math::Sqrt(0.5f), 0, 0));
}
}
if(type != EV_MouseMove || camera == NULL) return;
MouseEvent *arg = (MouseEvent*)(p);
float x = arg->state.X.rel * sensX;
float y = arg->state.Y.rel * sensY;
camera->getParentSceneNode()->getParentSceneNode()->yaw(Degree(-x));
camera->getParentSceneNode()->pitch(Degree(-y));
if(flipProt)
{
// The camera before pitching
/*Quaternion nopitch = camera->getParentSceneNode()->getOrientation();
camera->getParentSceneNode()->pitch(Degree(-y));
// Apply some failsafe measures against the camera flipping
// upside down. Is the camera close to pointing straight up or
// down?
if(Ogre::Vector3(camera->getParentSceneNode()->getOrientation()*Ogre::Vector3::UNIT_Y)[1] <= 0.1)
// If so, undo the last pitch
camera->getParentSceneNode()->setOrientation(nopitch);*/
//camera->getU
// Angle of rotation around the X-axis.
float pitchAngle = (2 * Ogre::Degree(Ogre::Math::ACos(camera->getParentSceneNode()->getOrientation().w)).valueDegrees());
// Just to determine the sign of the angle we pick up above, the
// value itself does not interest us.
float pitchAngleSign = camera->getParentSceneNode()->getOrientation().x;
// Limit the pitch between -90 degress and +90 degrees, Quake3-style.
if (pitchAngle > 90.0f)
{
if (pitchAngleSign > 0)
// Set orientation to 90 degrees on X-axis.
camera->getParentSceneNode()->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f),
Ogre::Math::Sqrt(0.5f), 0, 0));
else if (pitchAngleSign < 0)
// Sets orientation to -90 degrees on X-axis.
camera->getParentSceneNode()->setOrientation(Ogre::Quaternion(Ogre::Math::Sqrt(0.5f),
-Ogre::Math::Sqrt(0.5f), 0, 0));
}
}
}

@ -104,7 +104,7 @@ void OgreRenderer::createScene(const std::string camName, float fov, float nearC
mCamera = mScene->createCamera(camName);
mCamera->setNearClipDistance(nearClip);
mCamera->setFOVy(Degree(fov));
// Create one viewport, entire window
mView = mWindow->addViewport(mCamera);

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