mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-20 06:53:52 +00:00
Whitespace changes only (including new mangle with whitespace changes as well)
This commit is contained in:
parent
c78e61c96f
commit
0f7d59b4fb
15 changed files with 1911 additions and 1866 deletions
1752
bullet/BtOgre.cpp
1752
bullet/BtOgre.cpp
File diff suppressed because it is too large
Load diff
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@ -35,26 +35,26 @@ typedef std::vector<Ogre::Vector3> Vector3Array;
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class Convert
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{
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public:
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Convert() {};
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~Convert() {};
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Convert() {};
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~Convert() {};
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static btQuaternion toBullet(const Ogre::Quaternion &q)
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{
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return btQuaternion(q.x, q.y, q.z, q.w);
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}
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static btVector3 toBullet(const Ogre::Vector3 &v)
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{
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return btVector3(v.x, v.y, v.z);
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}
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static btQuaternion toBullet(const Ogre::Quaternion &q)
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{
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return btQuaternion(q.x, q.y, q.z, q.w);
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}
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static btVector3 toBullet(const Ogre::Vector3 &v)
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{
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return btVector3(v.x, v.y, v.z);
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}
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static Ogre::Quaternion toOgre(const btQuaternion &q)
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{
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return Ogre::Quaternion(q.w(), q.x(), q.y(), q.z());
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}
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static Ogre::Vector3 toOgre(const btVector3 &v)
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{
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return Ogre::Vector3(v.x(), v.y(), v.z());
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}
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static Ogre::Quaternion toOgre(const btQuaternion &q)
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{
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return Ogre::Quaternion(q.w(), q.x(), q.y(), q.z());
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}
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static Ogre::Vector3 toOgre(const btVector3 &v)
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{
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return Ogre::Vector3(v.x(), v.y(), v.z());
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}
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};
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//From here on its debug-drawing stuff. ------------------------------------------------------------------
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@ -181,20 +181,20 @@ private:
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class DebugDrawer : public btIDebugDraw
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{
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protected:
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Ogre::SceneNode *mNode;
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btDynamicsWorld *mWorld;
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DynamicLines *mLineDrawer;
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bool mDebugOn;
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Ogre::SceneNode *mNode;
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btDynamicsWorld *mWorld;
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DynamicLines *mLineDrawer;
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bool mDebugOn;
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public:
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DebugDrawer(Ogre::SceneNode *node, btDynamicsWorld *world)
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: mNode(node),
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mWorld(world),
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mDebugOn(true)
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{
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mLineDrawer = new DynamicLines(Ogre::RenderOperation::OT_LINE_LIST);
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mNode->attachObject(mLineDrawer);
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DebugDrawer(Ogre::SceneNode *node, btDynamicsWorld *world)
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: mNode(node),
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mWorld(world),
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mDebugOn(true)
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{
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mLineDrawer = new DynamicLines(Ogre::RenderOperation::OT_LINE_LIST);
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mNode->attachObject(mLineDrawer);
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if (!Ogre::ResourceGroupManager::getSingleton().resourceGroupExists("BtOgre"))
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Ogre::ResourceGroupManager::getSingleton().createResourceGroup("BtOgre");
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@ -205,68 +205,68 @@ public:
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mat->setSelfIllumination(1,1,1);
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}
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mLineDrawer->setMaterial("BtOgre/DebugLines");
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}
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mLineDrawer->setMaterial("BtOgre/DebugLines");
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}
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~DebugDrawer()
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{
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~DebugDrawer()
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{
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Ogre::MaterialManager::getSingleton().remove("BtOgre/DebugLines");
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Ogre::ResourceGroupManager::getSingleton().destroyResourceGroup("BtOgre");
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delete mLineDrawer;
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}
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delete mLineDrawer;
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}
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void step()
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{
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if (mDebugOn)
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{
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mWorld->debugDrawWorld();
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mLineDrawer->update();
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mNode->needUpdate();
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mLineDrawer->clear();
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}
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else
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{
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mLineDrawer->clear();
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mLineDrawer->update();
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mNode->needUpdate();
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}
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}
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void step()
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{
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if (mDebugOn)
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{
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mWorld->debugDrawWorld();
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mLineDrawer->update();
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mNode->needUpdate();
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mLineDrawer->clear();
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}
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else
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{
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mLineDrawer->clear();
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mLineDrawer->update();
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mNode->needUpdate();
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}
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}
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void drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
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{
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mLineDrawer->addPoint(Convert::toOgre(from));
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mLineDrawer->addPoint(Convert::toOgre(to));
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}
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void drawLine(const btVector3& from,const btVector3& to,const btVector3& color)
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{
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mLineDrawer->addPoint(Convert::toOgre(from));
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mLineDrawer->addPoint(Convert::toOgre(to));
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}
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void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color)
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{
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mLineDrawer->addPoint(Convert::toOgre(PointOnB));
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mLineDrawer->addPoint(Convert::toOgre(PointOnB) + (Convert::toOgre(normalOnB) * distance * 20));
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}
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void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color)
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{
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mLineDrawer->addPoint(Convert::toOgre(PointOnB));
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mLineDrawer->addPoint(Convert::toOgre(PointOnB) + (Convert::toOgre(normalOnB) * distance * 20));
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}
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void reportErrorWarning(const char* warningString)
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{
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Ogre::LogManager::getSingleton().logMessage(warningString);
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}
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void reportErrorWarning(const char* warningString)
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{
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Ogre::LogManager::getSingleton().logMessage(warningString);
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}
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void draw3dText(const btVector3& location,const char* textString)
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{
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}
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void draw3dText(const btVector3& location,const char* textString)
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{
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}
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//0 for off, anything else for on.
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void setDebugMode(int isOn)
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{
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mDebugOn = (isOn == 0) ? false : true;
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//0 for off, anything else for on.
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void setDebugMode(int isOn)
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{
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mDebugOn = (isOn == 0) ? false : true;
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if (!mDebugOn)
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mLineDrawer->clear();
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}
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if (!mDebugOn)
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mLineDrawer->clear();
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}
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//0 for off, anything else for on.
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int getDebugMode() const
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{
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return mDebugOn;
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}
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//0 for off, anything else for on.
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int getDebugMode() const
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{
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return mDebugOn;
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}
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};
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@ -29,49 +29,49 @@ typedef std::pair<unsigned short, Vector3Array*> BoneKeyIndex;
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class VertexIndexToShape
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{
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public:
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VertexIndexToShape(const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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~VertexIndexToShape();
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VertexIndexToShape(const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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~VertexIndexToShape();
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Ogre::Real getRadius();
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Ogre::Vector3 getSize();
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Ogre::Real getRadius();
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Ogre::Vector3 getSize();
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btSphereShape* createSphere();
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btBoxShape* createBox();
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btBvhTriangleMeshShape* createTrimesh();
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btCylinderShape* createCylinder();
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btConvexHullShape* createConvex();
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btSphereShape* createSphere();
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btBoxShape* createBox();
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btBvhTriangleMeshShape* createTrimesh();
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btCylinderShape* createCylinder();
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btConvexHullShape* createConvex();
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const Ogre::Vector3* getVertices();
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unsigned int getVertexCount();
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const unsigned int* getIndices();
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unsigned int getIndexCount();
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const Ogre::Vector3* getVertices();
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unsigned int getVertexCount();
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const unsigned int* getIndices();
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unsigned int getIndexCount();
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protected:
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void addStaticVertexData(const Ogre::VertexData *vertex_data);
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void addStaticVertexData(const Ogre::VertexData *vertex_data);
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void addAnimatedVertexData(const Ogre::VertexData *vertex_data,
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const Ogre::VertexData *blended_data,
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const Ogre::Mesh::IndexMap *indexMap);
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void addAnimatedVertexData(const Ogre::VertexData *vertex_data,
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const Ogre::VertexData *blended_data,
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const Ogre::Mesh::IndexMap *indexMap);
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void addIndexData(Ogre::IndexData *data, const unsigned int offset = 0);
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void addIndexData(Ogre::IndexData *data, const unsigned int offset = 0);
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protected:
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Ogre::Vector3* mVertexBuffer;
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unsigned int* mIndexBuffer;
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unsigned int mVertexCount;
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unsigned int mIndexCount;
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Ogre::Vector3* mVertexBuffer;
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unsigned int* mIndexBuffer;
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unsigned int mVertexCount;
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unsigned int mIndexCount;
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Ogre::Matrix4 mTransform;
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Ogre::Matrix4 mTransform;
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Ogre::Real mBoundRadius;
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Ogre::Vector3 mBounds;
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Ogre::Real mBoundRadius;
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Ogre::Vector3 mBounds;
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BoneIndex *mBoneIndex;
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BoneIndex *mBoneIndex;
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Ogre::Vector3 mScale;
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Ogre::Vector3 mScale;
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};
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//For static (non-animated) meshes.
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@ -79,21 +79,21 @@ class StaticMeshToShapeConverter : public VertexIndexToShape
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{
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public:
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StaticMeshToShapeConverter(Ogre::Renderable *rend, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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StaticMeshToShapeConverter(Ogre::Entity *entity, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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StaticMeshToShapeConverter();
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StaticMeshToShapeConverter(Ogre::Renderable *rend, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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StaticMeshToShapeConverter(Ogre::Entity *entity, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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StaticMeshToShapeConverter();
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~StaticMeshToShapeConverter();
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~StaticMeshToShapeConverter();
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void addEntity(Ogre::Entity *entity,const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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void addEntity(Ogre::Entity *entity,const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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void addMesh(const Ogre::MeshPtr &mesh, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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void addMesh(const Ogre::MeshPtr &mesh, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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protected:
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Ogre::Entity* mEntity;
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Ogre::SceneNode* mNode;
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Ogre::Entity* mEntity;
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Ogre::SceneNode* mNode;
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};
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//For animated meshes.
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@ -101,41 +101,40 @@ class AnimatedMeshToShapeConverter : public VertexIndexToShape
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{
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public:
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AnimatedMeshToShapeConverter(Ogre::Entity *entity, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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AnimatedMeshToShapeConverter();
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~AnimatedMeshToShapeConverter();
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AnimatedMeshToShapeConverter(Ogre::Entity *entity, const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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AnimatedMeshToShapeConverter();
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~AnimatedMeshToShapeConverter();
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void addEntity(Ogre::Entity *entity,const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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void addMesh(const Ogre::MeshPtr &mesh, const Ogre::Matrix4 &transform);
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void addEntity(Ogre::Entity *entity,const Ogre::Matrix4 &transform = Ogre::Matrix4::IDENTITY);
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void addMesh(const Ogre::MeshPtr &mesh, const Ogre::Matrix4 &transform);
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btBoxShape* createAlignedBox(unsigned char bone,
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const Ogre::Vector3 &bonePosition,
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const Ogre::Quaternion &boneOrientation);
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btBoxShape* createAlignedBox(unsigned char bone,
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const Ogre::Vector3 &bonePosition,
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const Ogre::Quaternion &boneOrientation);
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btBoxShape* createOrientedBox(unsigned char bone,
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const Ogre::Vector3 &bonePosition,
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const Ogre::Quaternion &boneOrientation);
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btBoxShape* createOrientedBox(unsigned char bone,
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const Ogre::Vector3 &bonePosition,
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const Ogre::Quaternion &boneOrientation);
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protected:
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bool getBoneVertices(unsigned char bone,
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unsigned int &vertex_count,
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Ogre::Vector3* &vertices,
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const Ogre::Vector3 &bonePosition);
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bool getBoneVertices(unsigned char bone,
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unsigned int &vertex_count,
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Ogre::Vector3* &vertices,
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const Ogre::Vector3 &bonePosition);
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bool getOrientedBox(unsigned char bone,
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const Ogre::Vector3 &bonePosition,
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const Ogre::Quaternion &boneOrientation,
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Ogre::Vector3 &extents,
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Ogre::Vector3 *axis,
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Ogre::Vector3 ¢er);
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bool getOrientedBox(unsigned char bone,
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const Ogre::Vector3 &bonePosition,
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const Ogre::Quaternion &boneOrientation,
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Ogre::Vector3 &extents,
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Ogre::Vector3 *axis,
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Ogre::Vector3 ¢er);
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Ogre::Entity* mEntity;
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Ogre::SceneNode* mNode;
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Ogre::Entity* mEntity;
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Ogre::SceneNode* mNode;
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Ogre::Vector3 *mTransformedVerticesTemp;
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size_t mTransformedVerticesTempSize;
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Ogre::Vector3 *mTransformedVerticesTemp;
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size_t mTransformedVerticesTempSize;
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};
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}
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@ -128,11 +128,11 @@ class BulletShapeLoader : public Ogre::ManualResourceLoader
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public:
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BulletShapeLoader(){};
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virtual ~BulletShapeLoader() {}
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virtual ~BulletShapeLoader() {}
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virtual void loadResource(Ogre::Resource *resource);
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virtual void loadResource(Ogre::Resource *resource);
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virtual void load(const std::string &name,const std::string &group);
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virtual void load(const std::string &name,const std::string &group);
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};
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#endif
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@ -10,36 +10,36 @@ namespace OEngine {
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namespace Physic
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{
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CMotionState::CMotionState(PhysicEngine* eng,std::string name)
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{
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pEng = eng;
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tr.setIdentity();
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pName = name;
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};
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CMotionState::CMotionState(PhysicEngine* eng,std::string name)
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{
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pEng = eng;
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tr.setIdentity();
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pName = name;
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};
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void CMotionState::getWorldTransform(btTransform &worldTrans) const
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{
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worldTrans = tr;
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}
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void CMotionState::getWorldTransform(btTransform &worldTrans) const
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{
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worldTrans = tr;
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}
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void CMotionState::setWorldTransform(const btTransform &worldTrans)
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{
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tr = worldTrans;
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void CMotionState::setWorldTransform(const btTransform &worldTrans)
|
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{
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tr = worldTrans;
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PhysicEvent evt;
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evt.isNPC = isNPC;
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evt.isPC = isPC;
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evt.newTransform = tr;
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evt.RigidBodyName = pName;
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PhysicEvent evt;
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evt.isNPC = isNPC;
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evt.isPC = isPC;
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evt.newTransform = tr;
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evt.RigidBodyName = pName;
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if(isPC)
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{
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pEng->PEventList.push_back(evt);
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}
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else
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{
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pEng->NPEventList.push_back(evt);
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}
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}
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if(isPC)
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{
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pEng->PEventList.push_back(evt);
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}
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else
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{
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pEng->NPEventList.push_back(evt);
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}
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}
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||||
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||||
}}
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|
|
|
@ -7,46 +7,46 @@
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namespace OEngine {
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namespace Physic
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{
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class PhysicEngine;
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class PhysicEngine;
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/**
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*A CMotionState is associated with a single RigidBody.
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*When the RigidBody is moved by bullet, bullet will call the function setWorldTransform.
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*for more info, see the bullet Wiki at btMotionState.
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*/
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class CMotionState:public btMotionState
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{
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public:
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/**
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* A CMotionState is associated with a single RigidBody.
|
||||
* When the RigidBody is moved by bullet, bullet will call the function setWorldTransform.
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* for more info, see the bullet Wiki at btMotionState.
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*/
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||||
class CMotionState:public btMotionState
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||||
{
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||||
public:
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CMotionState(PhysicEngine* eng,std::string name);
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CMotionState(PhysicEngine* eng,std::string name);
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/**
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*Return the position of the RigidBody.
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||||
*/
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||||
virtual void getWorldTransform(btTransform &worldTrans) const;
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/**
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||||
* Return the position of the RigidBody.
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||||
*/
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||||
virtual void getWorldTransform(btTransform &worldTrans) const;
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||||
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||||
/**
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||||
*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);
|
||||
/**
|
||||
* 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;
|
||||
protected:
|
||||
PhysicEngine* pEng;
|
||||
btTransform tr;
|
||||
bool isNPC;
|
||||
bool isPC;
|
||||
|
||||
std::string pName;
|
||||
};
|
||||
std::string pName;
|
||||
};
|
||||
|
||||
struct PhysicEvent
|
||||
{
|
||||
bool isNPC;
|
||||
bool isPC;
|
||||
btTransform newTransform;
|
||||
std::string RigidBodyName;
|
||||
};
|
||||
struct PhysicEvent
|
||||
{
|
||||
bool isNPC;
|
||||
bool isPC;
|
||||
btTransform newTransform;
|
||||
std::string RigidBodyName;
|
||||
};
|
||||
|
||||
}}
|
||||
#endif
|
||||
|
|
|
@ -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) : 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_;
|
||||
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];
|
||||
}
|
||||
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;
|
||||
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);
|
||||
}
|
||||
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 )
|
||||
{
|
||||
}
|
||||
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 );
|
||||
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;
|
||||
}
|
||||
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...
|
||||
// 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 );
|
||||
btScalar dotUp = m_up.dot(hitNormalWorld);
|
||||
if( dotUp < m_minSlopeDot )
|
||||
return btScalar( 1 );
|
||||
|
||||
return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
|
||||
}
|
||||
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() );
|
||||
// Retrieve the collision shape
|
||||
//
|
||||
btCollisionShape* collisionShape = externalGhostObject->getCollisionShape();
|
||||
btAssert( collisionShape->isConvex() );
|
||||
|
||||
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
|
||||
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
|
||||
|
||||
// FIXME: Handle penetration properly
|
||||
//
|
||||
btTransform start;
|
||||
start.setIdentity();
|
||||
start.setOrigin( currentPosition + getUpAxisDirections()[ m_upAxis ] * ( convexShape->getMargin() ) );
|
||||
// FIXME: Handle penetration properly
|
||||
//
|
||||
btTransform start;
|
||||
start.setIdentity();
|
||||
start.setOrigin( currentPosition + getUpAxisDirections()[ m_upAxis ] * ( convexShape->getMargin() ) );
|
||||
|
||||
btTransform end;
|
||||
end.setIdentity();
|
||||
end.setOrigin( targetPosition );
|
||||
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;
|
||||
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 );
|
||||
// Sweep test
|
||||
//
|
||||
if( m_useGhostObjectSweepTest )
|
||||
externalGhostObject->convexSweepTest( convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration );
|
||||
|
||||
else
|
||||
world->convexSweepTest( convexShape, start, end, callback );
|
||||
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;
|
||||
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 );
|
||||
}
|
||||
return currentPosition.lerp( targetPosition, callback.m_closestHitFraction );
|
||||
}
|
||||
|
||||
m_verticalVelocity = btScalar( 0.0 );
|
||||
m_verticalOffset = btScalar( 0.0 );
|
||||
m_verticalVelocity = btScalar( 0.0 );
|
||||
m_verticalOffset = btScalar( 0.0 );
|
||||
|
||||
return currentPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentStepOffset = m_stepHeight;
|
||||
return targetPosition;
|
||||
}
|
||||
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() );
|
||||
// Retrieve the collision shape
|
||||
//
|
||||
btCollisionShape* collisionShape = externalGhostObject->getCollisionShape();
|
||||
btAssert( collisionShape->isConvex() );
|
||||
|
||||
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
|
||||
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
|
||||
|
||||
btTransform start;
|
||||
start.setIdentity();
|
||||
btTransform start;
|
||||
start.setIdentity();
|
||||
|
||||
btTransform end;
|
||||
end.setIdentity();
|
||||
btTransform end;
|
||||
end.setIdentity();
|
||||
|
||||
btScalar fraction = btScalar( 1.0 );
|
||||
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 );
|
||||
// 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;
|
||||
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;
|
||||
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 );
|
||||
if( m_useGhostObjectSweepTest )
|
||||
externalGhostObject->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
|
||||
|
||||
else
|
||||
collisionWorld->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
|
||||
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;
|
||||
}
|
||||
// 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;
|
||||
// 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 start;
|
||||
start.setIdentity();
|
||||
start.setOrigin( currentPosition );
|
||||
|
||||
btTransform end;
|
||||
end.setIdentity();
|
||||
end.setOrigin( targetPosition );
|
||||
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;
|
||||
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;
|
||||
// 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 );
|
||||
if( m_useGhostObjectSweepTest )
|
||||
externalGhostObject->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
|
||||
|
||||
else
|
||||
collisionWorld->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;
|
||||
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 a fraction of the height -> hit floor
|
||||
//
|
||||
return currentPosition.lerp( targetPosition, callback.m_closestHitFraction );
|
||||
}
|
||||
else
|
||||
|
||||
// We dropped the full height
|
||||
//
|
||||
return targetPosition;
|
||||
// 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;
|
||||
}
|
||||
{
|
||||
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);
|
||||
/// 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);
|
||||
/// 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 reset();
|
||||
void warp( const btVector3& origin );
|
||||
|
||||
void preStep( btCollisionWorld* collisionWorld );
|
||||
void playerStep( btCollisionWorld* collisionWorld, btScalar dt );
|
||||
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 setFallSpeed( btScalar fallSpeed );
|
||||
void setJumpSpeed( btScalar jumpSpeed );
|
||||
void setMaxJumpHeight( btScalar maxJumpHeight );
|
||||
bool canJump() const;
|
||||
|
||||
void jump();
|
||||
void jump();
|
||||
|
||||
void setGravity( btScalar gravity );
|
||||
btScalar getGravity() const;
|
||||
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;
|
||||
/// 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;
|
||||
}
|
||||
void setUseGhostSweepTest( bool useGhostObjectSweepTest )
|
||||
{
|
||||
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
|
||||
}
|
||||
|
||||
bool onGround() const;
|
||||
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
|
||||
};
|
||||
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;
|
||||
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;
|
||||
}
|
||||
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");
|
||||
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 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);
|
||||
//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;
|
||||
}
|
||||
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::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::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)
|
||||
{
|
||||
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.
|
||||
|
@ -45,26 +45,26 @@ 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);
|
||||
|
||||
|
@ -74,150 +74,150 @@ namespace Physic
|
|||
|
||||
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:
|
||||
/**
|
||||
* 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);
|
||||
* 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);
|
||||
* It DOES destroy the shape loader!
|
||||
*/
|
||||
~PhysicEngine();
|
||||
|
||||
/**
|
||||
*Return the closest object hit by a ray. If there are no objects, it will return ("",-1).
|
||||
*/
|
||||
* 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;
|
||||
};
|
||||
|
||||
}}
|
||||
|
||||
|
|
2
mangle
2
mangle
|
@ -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;
|
||||
if(type != EV_MouseMove || camera == NULL) return;
|
||||
|
||||
MouseEvent *arg = (MouseEvent*)(p);
|
||||
MouseEvent *arg = (MouseEvent*)(p);
|
||||
|
||||
float x = arg->state.X.rel * sensX;
|
||||
float y = arg->state.Y.rel * sensY;
|
||||
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()->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));
|
||||
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
|
||||
// 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());
|
||||
// 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;
|
||||
// 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));
|
||||
}
|
||||
}
|
||||
// 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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue