@@ -52,14 +52,16 @@ int gNumObjects = 64; | |||
#define USE_WALL 1 | |||
#define USE_PLATFORM 1 | |||
#define USE_ROPE 0 | |||
#define USE_BODIES 0 | |||
#define USE_BODIES 1 | |||
#define USE_ROTATION 0 | |||
#define USE_CHARACTER 1 | |||
#define IPT_MOVE_FORWARD "Move_Forward" | |||
#define IPT_MOVE_BACKWARD "Move_Backward" | |||
#define IPT_MOVE_STRAFE_LEFT "Strafe_Left" | |||
#define IPT_MOVE_STRAFE_RIGHT "Strafe_right" | |||
#define IPT_MOVE_LEFT "Move_Left" | |||
#define IPT_MOVE_RIGHT "Move_Right" | |||
#define IPT_MOVE_UP "Move_Up" | |||
#define IPT_MOVE_DOWN "Move_Down" | |||
#define IPT_MOVE_JUMP "Move_Jump" | |||
BtPhysTest::BtPhysTest(bool editor) | |||
@@ -171,9 +173,11 @@ BtPhysTest::BtPhysTest(bool editor) | |||
Input::LinkActionToKey(IPT_MOVE_FORWARD, Key::Up); | |||
Input::LinkActionToKey(IPT_MOVE_BACKWARD, Key::Down); | |||
Input::LinkActionToKey(IPT_MOVE_STRAFE_LEFT, Key::Left); | |||
Input::LinkActionToKey(IPT_MOVE_STRAFE_RIGHT, Key::Right); | |||
Input::LinkActionToKey(IPT_MOVE_LEFT, Key::Left); | |||
Input::LinkActionToKey(IPT_MOVE_RIGHT, Key::Right); | |||
Input::LinkActionToKey(IPT_MOVE_JUMP, Key::Space); | |||
Input::LinkActionToKey(IPT_MOVE_UP, Key::PageUp); | |||
Input::LinkActionToKey(IPT_MOVE_DOWN, Key::PageDown); | |||
//NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true); | |||
} | |||
@@ -314,9 +318,9 @@ void BtPhysTest::TickGame(float seconds) | |||
EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter(); | |||
mat4 CtlrMx = Character->GetTransform(); | |||
int HMovement = Input::GetStatus(IPT_MOVE_STRAFE_RIGHT) - Input::GetStatus(IPT_MOVE_STRAFE_LEFT); | |||
int HMovement = Input::GetStatus(IPT_MOVE_RIGHT) - Input::GetStatus(IPT_MOVE_LEFT); | |||
int VMovement = Input::GetStatus(IPT_MOVE_FORWARD) - Input::GetStatus(IPT_MOVE_BACKWARD); | |||
int RMovement = 0;//Input::GetButtonState(280 /*SDLK_PAGEUP*/) - Input::GetButtonState(281 /*SDLK_PAGEDOWN*/); | |||
int RMovement = Input::GetStatus(IPT_MOVE_UP) - Input::GetStatus(IPT_MOVE_DOWN); | |||
vec3 CharMove = vec3((float)VMovement * seconds * 4.f, (float)RMovement * seconds * 10.f, (float)HMovement * seconds * 4.f); | |||
if (Input::WasReleased(IPT_MOVE_JUMP)) | |||
@@ -96,12 +96,18 @@ public: | |||
{ | |||
Array<char const *> MeshRand; | |||
MeshRand << "[sc#add afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#dad afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#dda afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#daa afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#ada afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#aad afcb2 2 2 -.1]"; | |||
//MeshRand << "[sc#add afcb2 2 2 -.1]"; | |||
//MeshRand << "[sc#dad afcb2 2 2 -.1]"; | |||
//MeshRand << "[sc#dda afcb2 2 2 -.1]"; | |||
//MeshRand << "[sc#daa afcb2 2 2 -.1]"; | |||
//MeshRand << "[sc#ada afcb2 2 2 -.1]"; | |||
//MeshRand << "[sc#aad afcb2 2 2 -.1]"; | |||
MeshRand << "[sc#add afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; | |||
MeshRand << "[sc#dad afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; | |||
MeshRand << "[sc#dda afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; | |||
MeshRand << "[sc#daa afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; | |||
MeshRand << "[sc#ada afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; | |||
MeshRand << "[sc#aad afcb1.7 1.7 1.7 0][sc#000 afcb1.9 1.9 1.9 0 sx-1 sy-1 sz-1]"; | |||
int SphereLimit = MeshRand.Count(); | |||
@@ -35,6 +35,45 @@ namespace lol | |||
#ifdef USE_LOL_CTRLR_CHARAC | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
//SweepCallback used for Swweep Tests. | |||
class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback | |||
{ | |||
public: | |||
ClosestNotMeConvexResultCallback(btCollisionObject* NewMe, const vec3& NewUp, float MinSlopeDot) : | |||
btCollisionWorld::ClosestConvexResultCallback(LOL2BTU_VEC3(vec3(.0f)), LOL2BTU_VEC3(vec3(.0f))), | |||
m_me(NewMe), | |||
m_up(NewUp), | |||
m_min_slope_dot(MinSlopeDot) { } | |||
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& ConvexResult, bool NormalInWorld) | |||
{ | |||
//We hit ourselves, FAIL | |||
if (ConvexResult.m_hitCollisionObject == m_me) | |||
return btScalar(1.f); | |||
vec3 WorldHitNomal(.0f); | |||
if (NormalInWorld) | |||
WorldHitNomal = BT2LOL_VEC3(ConvexResult.m_hitNormalLocal); | |||
else //need to transform Normal into worldspace | |||
{ | |||
btVector3 TmpWorldHitNormal = ConvexResult.m_hitCollisionObject->getWorldTransform().getBasis() * ConvexResult.m_hitNormalLocal; | |||
WorldHitNomal = BT2LOL_VEC3(TmpWorldHitNormal); | |||
} | |||
float DotUp = dot(m_up, WorldHitNomal); | |||
//We hit below the accepted slope_dot, FAIL | |||
if (DotUp < m_min_slope_dot) | |||
return btScalar(1.f); | |||
//Continue to next. | |||
return ClosestConvexResultCallback::addSingleResult(ConvexResult, NormalInWorld); | |||
} | |||
protected: | |||
btCollisionObject* m_me; | |||
const vec3 m_up; | |||
float m_min_slope_dot; | |||
}; | |||
///BulletKinematicCharacterController is an object that supports a sliding motion in a world. | |||
///It uses a ghost object and convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations. | |||
///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user. | |||
@@ -44,7 +83,7 @@ namespace lol | |||
BulletKinematicCharacterController(btPairCachingGhostObject* NewGhostObject, btConvexShape* NewConvexShape, float NewStepHeight, int NewUpAxis=1) | |||
{ | |||
m_convex_shape = NewConvexShape; | |||
m_up_axis = NewUpAxis; | |||
m_i_up_axis = NewUpAxis; | |||
m_ghost_object = NewGhostObject; | |||
m_step_height = NewStepHeight; | |||
@@ -56,7 +95,7 @@ namespace lol | |||
m_velocity_time_interval = .0f; | |||
m_vertical_velocity = .0f; | |||
m_vertical_offset = .0f; | |||
m_gravity = 9.8f * 3.f; // 3G acceleration. | |||
m_f_gravity = 9.8f * 3.f; // 3G acceleration. | |||
m_fall_speed = 55.f; // Terminal velocity of a sky diver in m/s. | |||
m_jump_speed = 10.f; // ? | |||
m_was_on_ground = false; | |||
@@ -102,9 +141,7 @@ namespace lol | |||
//"Real" war functions | |||
bool RecoverFromPenetration(btCollisionWorld* CollisionWorld); | |||
void UpdateTargetOnHit(const vec3& hit_normal, float TangentMag = .0f, float NormalMag = 1.f); | |||
void StepUp(btCollisionWorld* CollisionWorld); | |||
void StepForwardAndStrafe(btCollisionWorld* CollisionWorld, const vec3& MoveStep); | |||
void StepDown(btCollisionWorld* CollisionWorld, float DeltaTime); | |||
void DoMove(btCollisionWorld* CollisionWorld, const vec3& MoveStep, float DeltaTime); | |||
public: | |||
///btActionInterface interface : KEEP IN camelCase | |||
@@ -127,7 +164,7 @@ namespace lol | |||
NewAxis = 0; | |||
if (NewAxis > 2) | |||
NewAxis = 2; | |||
m_up_axis = NewAxis; | |||
m_i_up_axis = NewAxis; | |||
} | |||
//!!!!!! SHOULD DITCH THAT !!!!!! | |||
@@ -178,8 +215,8 @@ namespace lol | |||
void Jump(); | |||
//NewGravity functions | |||
void SetGravity(float NewGravity) { m_gravity = NewGravity; } | |||
float GetGravity() const { return m_gravity; } | |||
void SetGravity(float NewGravity) { m_f_gravity = NewGravity; } | |||
float GetGravity() const { return m_f_gravity; } | |||
//The max slope determines the maximum angle that the controller can walk up. | |||
//The slope angle is measured in radians. | |||
@@ -207,7 +244,7 @@ namespace lol | |||
float m_max_jump_height; | |||
float m_max_slope_radians; // Slope angle that is set (used for returning the exact value) | |||
float m_max_slope_cosine; // Cosine equivalent of m_max_slope_radians (calculated once when set, for optimization) | |||
float m_gravity; | |||
float m_f_gravity; | |||
float m_turn_angle; | |||
float m_step_height; | |||
float m_added_margin;//@todo: remove this and fix the code | |||
@@ -228,7 +265,17 @@ namespace lol | |||
bool m_was_jumping; | |||
bool m_do_gobject_sweep_test; | |||
bool m_use_walk_direction; | |||
int m_up_axis; | |||
int m_i_up_axis; | |||
//--------------------------------------------------------------------- | |||
//NEW INTERNAL VARS | |||
//--------------------------------------------------------------------- | |||
//Gravity in vec3 | |||
vec3 m_gravity; | |||
//Current Velocity | |||
vec3 m_velocity; | |||
}; | |||
#endif // HAVE_PHYS_USE_BULLET | |||
@@ -42,45 +42,6 @@ namespace phys | |||
#ifdef USE_LOL_CTRLR_CHARAC | |||
#ifdef HAVE_PHYS_USE_BULLET | |||
//SweepCallback used for Swweep Tests. | |||
class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback | |||
{ | |||
public: | |||
ClosestNotMeConvexResultCallback(btCollisionObject* NewMe, const vec3& NewUp, float MinSlopeDot) : | |||
btCollisionWorld::ClosestConvexResultCallback(LOL2BTU_VEC3(vec3(.0f)), LOL2BTU_VEC3(vec3(.0f))), | |||
m_me(NewMe), | |||
m_up(NewUp), | |||
m_min_slope_dot(MinSlopeDot) { } | |||
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& ConvexResult, bool NormalInWorld) | |||
{ | |||
//We hit ourselves, FAIL | |||
if (ConvexResult.m_hitCollisionObject == m_me) | |||
return btScalar(1.f); | |||
vec3 WorldHitNomal(.0f); | |||
if (NormalInWorld) | |||
WorldHitNomal = BT2LOL_VEC3(ConvexResult.m_hitNormalLocal); | |||
else //need to transform Normal into worldspace | |||
{ | |||
btVector3 TmpWorldHitNormal = ConvexResult.m_hitCollisionObject->getWorldTransform().getBasis() * ConvexResult.m_hitNormalLocal; | |||
WorldHitNomal = BT2LOL_VEC3(TmpWorldHitNormal); | |||
} | |||
float DotUp = dot(m_up, WorldHitNomal); | |||
//We hit below the accepted slope_dot, FAIL | |||
if (DotUp < m_min_slope_dot) | |||
return btScalar(1.f); | |||
//Continue to next. | |||
return ClosestConvexResultCallback::addSingleResult(ConvexResult, NormalInWorld); | |||
} | |||
protected: | |||
btCollisionObject* m_me; | |||
const vec3 m_up; | |||
float m_min_slope_dot; | |||
}; | |||
//When called, will try to remove Character controller from its collision. | |||
bool BulletKinematicCharacterController::RecoverFromPenetration(btCollisionWorld* CollisionWorld) | |||
{ | |||
@@ -152,53 +113,8 @@ void BulletKinematicCharacterController::UpdateTargetOnHit(const vec3& HitNormal | |||
} | |||
} | |||
//Handles the Step-Up : Currently taking into account Stair step & Jump. | |||
void BulletKinematicCharacterController::StepUp(btCollisionWorld* world) | |||
{ | |||
// phase 1: up | |||
vec3 UpDir = GetUpAxisDirections()[m_up_axis]; | |||
btTransform SweepStart, SweepEnd; | |||
SweepStart.setIdentity(); | |||
SweepEnd.setIdentity(); | |||
m_target_position = m_current_position + UpDir * (m_step_height + (m_vertical_offset > 0.f ? m_vertical_offset : 0.f)); | |||
/* FIXME: Handle HasPenetration properly */ | |||
SweepStart.setOrigin(LOL2BTU_VEC3(m_current_position + UpDir * (m_convex_shape->getMargin() + m_added_margin))); | |||
SweepEnd.setOrigin(LOL2BTU_VEC3(m_target_position)); | |||
ClosestNotMeConvexResultCallback SweepCallback(m_ghost_object, -UpDir, float(0.7071)); | |||
SweepCallback.m_collisionFilterGroup = GetGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; | |||
SweepCallback.m_collisionFilterMask = GetGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; | |||
if (m_do_gobject_sweep_test) | |||
m_ghost_object->convexSweepTest(m_convex_shape, SweepStart, SweepEnd, SweepCallback, world->getDispatchInfo().m_allowedCcdPenetration); | |||
else | |||
world->convexSweepTest(m_convex_shape, SweepStart, SweepEnd, SweepCallback); | |||
if (SweepCallback.hasHit()) | |||
{ | |||
// Only modify the position if the hit was a slope and not a wall or ceiling. | |||
if(SweepCallback.m_hitNormalWorld.dot(LOL2BTU_VEC3(UpDir)) > .0f) | |||
{ | |||
// we moved up only a Fraction of the step height | |||
m_current_step_offset = m_step_height * SweepCallback.m_closestHitFraction; | |||
btVector3 InterpolPos; //TODO : REPLACE BY INTERPOLATE3/LERP(VEC3) | |||
InterpolPos.setInterpolate3(LOL2BTU_VEC3(m_current_position), LOL2BTU_VEC3(m_target_position), SweepCallback.m_closestHitFraction); | |||
m_current_position = BT2LOLU_VEC3(InterpolPos); | |||
} | |||
m_vertical_velocity = .0f; | |||
m_vertical_offset = .0f; | |||
} | |||
else | |||
{ | |||
m_current_step_offset = m_step_height; | |||
m_current_position = m_target_position; | |||
} | |||
} | |||
//Handles the actual Movement. It actually moves in the 3 dimensions, function name is confusing. | |||
void BulletKinematicCharacterController::StepForwardAndStrafe(btCollisionWorld* CollisionWorld, const vec3& MoveStep) | |||
void BulletKinematicCharacterController::DoMove(btCollisionWorld* CollisionWorld, const vec3& MoveStep, float DeltaTime) | |||
{ | |||
// phase 2: forward and strafe | |||
m_target_position = m_current_position + MoveStep; | |||
@@ -259,48 +175,6 @@ void BulletKinematicCharacterController::StepForwardAndStrafe(btCollisionWorld* | |||
} | |||
} | |||
//Handles the Step-down : We go back on the ground at the end of the MoveStep. | |||
void BulletKinematicCharacterController::StepDown(btCollisionWorld* CollisionWorld, float DeltaTime) | |||
{ | |||
// phase 3: down | |||
vec3 UpDir = GetUpAxisDirections()[m_up_axis]; | |||
btTransform SweepStart, SweepEnd; | |||
SweepStart.setIdentity(); | |||
SweepEnd.setIdentity(); | |||
float DownVel = (m_vertical_velocity < 0.f ? -m_vertical_velocity : 0.f) * DeltaTime; | |||
if (DownVel > .0f && DownVel < m_step_height && (m_was_on_ground || !m_was_jumping)) | |||
DownVel = m_step_height; | |||
vec3 StepDrop = UpDir * (m_current_step_offset + DownVel); | |||
m_target_position -= StepDrop; | |||
SweepStart.setOrigin(LOL2BTU_VEC3(m_current_position)); | |||
SweepEnd.setOrigin(LOL2BTU_VEC3(m_target_position)); | |||
ClosestNotMeConvexResultCallback SweepCallback(m_ghost_object, UpDir, m_max_slope_cosine); | |||
SweepCallback.m_collisionFilterGroup = GetGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; | |||
SweepCallback.m_collisionFilterMask = GetGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; | |||
if (m_do_gobject_sweep_test) | |||
m_ghost_object->convexSweepTest(m_convex_shape, SweepStart, SweepEnd, SweepCallback, CollisionWorld->getDispatchInfo().m_allowedCcdPenetration); | |||
else | |||
CollisionWorld->convexSweepTest(m_convex_shape, SweepStart, SweepEnd, SweepCallback, CollisionWorld->getDispatchInfo().m_allowedCcdPenetration); | |||
if (SweepCallback.hasHit()) | |||
{ | |||
// we dropped a Fraction of the height -> hit floor | |||
btVector3 InterpolPos; //TODO : REPLACE BY INTERPOLATE3/LERP(VEC3) | |||
InterpolPos.setInterpolate3(LOL2BTU_VEC3(m_current_position), LOL2BTU_VEC3(m_target_position), SweepCallback.m_closestHitFraction); | |||
m_current_position = BT2LOLU_VEC3(InterpolPos); | |||
m_vertical_velocity = .0f; | |||
m_vertical_offset = .0f; | |||
m_was_jumping = false; | |||
} | |||
else // we dropped the full height | |||
m_current_position = m_target_position; | |||
} | |||
//The PreStepis done in order to recover from any HasPenetration. | |||
void BulletKinematicCharacterController::PreStep(btCollisionWorld* CollisionWorld) | |||
{ | |||
@@ -327,16 +201,8 @@ void BulletKinematicCharacterController::PlayerStep(btCollisionWorld* CollisionW | |||
if (!m_use_walk_direction && m_velocity_time_interval <= .0f) | |||
return; // no motion | |||
m_was_on_ground = OnGround(); | |||
// Update fall velocity. | |||
m_vertical_velocity -= m_gravity * DeltaTime; | |||
if(m_vertical_velocity > .0f && m_vertical_velocity > m_jump_speed) | |||
m_vertical_velocity = m_jump_speed; | |||
if(m_vertical_velocity < .0f && btFabs(m_vertical_velocity) > btFabs(m_fall_speed)) | |||
m_vertical_velocity = -btFabs(m_fall_speed); | |||
m_vertical_offset = m_vertical_velocity * DeltaTime; | |||
//m_velocity -= m_gravity * DeltaTime; | |||
btTransform NewTransform; | |||
NewTransform = m_ghost_object->getWorldTransform(); | |||
@@ -355,9 +221,7 @@ void BulletKinematicCharacterController::PlayerStep(btCollisionWorld* CollisionW | |||
} | |||
//Okay, step ! | |||
StepUp(CollisionWorld); | |||
StepForwardAndStrafe(CollisionWorld, MoveStep); | |||
StepDown(CollisionWorld, DeltaTime); | |||
DoMove(CollisionWorld, MoveStep, DeltaTime); | |||
//Movement finished, update World transform | |||
NewTransform.setOrigin(LOL2BTU_VEC3(m_current_position)); | |||