| @@ -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)); | |||