@@ -52,14 +52,16 @@ int gNumObjects = 64; | |||||
#define USE_WALL 1 | #define USE_WALL 1 | ||||
#define USE_PLATFORM 1 | #define USE_PLATFORM 1 | ||||
#define USE_ROPE 0 | #define USE_ROPE 0 | ||||
#define USE_BODIES 0 | |||||
#define USE_BODIES 1 | |||||
#define USE_ROTATION 0 | #define USE_ROTATION 0 | ||||
#define USE_CHARACTER 1 | #define USE_CHARACTER 1 | ||||
#define IPT_MOVE_FORWARD "Move_Forward" | #define IPT_MOVE_FORWARD "Move_Forward" | ||||
#define IPT_MOVE_BACKWARD "Move_Backward" | #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" | #define IPT_MOVE_JUMP "Move_Jump" | ||||
BtPhysTest::BtPhysTest(bool editor) | BtPhysTest::BtPhysTest(bool editor) | ||||
@@ -171,9 +173,11 @@ BtPhysTest::BtPhysTest(bool editor) | |||||
Input::LinkActionToKey(IPT_MOVE_FORWARD, Key::Up); | Input::LinkActionToKey(IPT_MOVE_FORWARD, Key::Up); | ||||
Input::LinkActionToKey(IPT_MOVE_BACKWARD, Key::Down); | 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_JUMP, Key::Space); | ||||
Input::LinkActionToKey(IPT_MOVE_UP, Key::PageUp); | |||||
Input::LinkActionToKey(IPT_MOVE_DOWN, Key::PageDown); | |||||
//NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true); | //NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true); | ||||
} | } | ||||
@@ -314,9 +318,9 @@ void BtPhysTest::TickGame(float seconds) | |||||
EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter(); | EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter(); | ||||
mat4 CtlrMx = Character->GetTransform(); | 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 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); | vec3 CharMove = vec3((float)VMovement * seconds * 4.f, (float)RMovement * seconds * 10.f, (float)HMovement * seconds * 4.f); | ||||
if (Input::WasReleased(IPT_MOVE_JUMP)) | if (Input::WasReleased(IPT_MOVE_JUMP)) | ||||
@@ -96,12 +96,18 @@ public: | |||||
{ | { | ||||
Array<char const *> MeshRand; | 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(); | int SphereLimit = MeshRand.Count(); | ||||
@@ -35,6 +35,45 @@ namespace lol | |||||
#ifdef USE_LOL_CTRLR_CHARAC | #ifdef USE_LOL_CTRLR_CHARAC | ||||
#ifdef HAVE_PHYS_USE_BULLET | #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. | ///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. | ///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. | ///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) | BulletKinematicCharacterController(btPairCachingGhostObject* NewGhostObject, btConvexShape* NewConvexShape, float NewStepHeight, int NewUpAxis=1) | ||||
{ | { | ||||
m_convex_shape = NewConvexShape; | m_convex_shape = NewConvexShape; | ||||
m_up_axis = NewUpAxis; | |||||
m_i_up_axis = NewUpAxis; | |||||
m_ghost_object = NewGhostObject; | m_ghost_object = NewGhostObject; | ||||
m_step_height = NewStepHeight; | m_step_height = NewStepHeight; | ||||
@@ -56,7 +95,7 @@ namespace lol | |||||
m_velocity_time_interval = .0f; | m_velocity_time_interval = .0f; | ||||
m_vertical_velocity = .0f; | m_vertical_velocity = .0f; | ||||
m_vertical_offset = .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_fall_speed = 55.f; // Terminal velocity of a sky diver in m/s. | ||||
m_jump_speed = 10.f; // ? | m_jump_speed = 10.f; // ? | ||||
m_was_on_ground = false; | m_was_on_ground = false; | ||||
@@ -102,9 +141,7 @@ namespace lol | |||||
//"Real" war functions | //"Real" war functions | ||||
bool RecoverFromPenetration(btCollisionWorld* CollisionWorld); | bool RecoverFromPenetration(btCollisionWorld* CollisionWorld); | ||||
void UpdateTargetOnHit(const vec3& hit_normal, float TangentMag = .0f, float NormalMag = 1.f); | 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: | public: | ||||
///btActionInterface interface : KEEP IN camelCase | ///btActionInterface interface : KEEP IN camelCase | ||||
@@ -127,7 +164,7 @@ namespace lol | |||||
NewAxis = 0; | NewAxis = 0; | ||||
if (NewAxis > 2) | if (NewAxis > 2) | ||||
NewAxis = 2; | NewAxis = 2; | ||||
m_up_axis = NewAxis; | |||||
m_i_up_axis = NewAxis; | |||||
} | } | ||||
//!!!!!! SHOULD DITCH THAT !!!!!! | //!!!!!! SHOULD DITCH THAT !!!!!! | ||||
@@ -178,8 +215,8 @@ namespace lol | |||||
void Jump(); | void Jump(); | ||||
//NewGravity functions | //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 max slope determines the maximum angle that the controller can walk up. | ||||
//The slope angle is measured in radians. | //The slope angle is measured in radians. | ||||
@@ -207,7 +244,7 @@ namespace lol | |||||
float m_max_jump_height; | 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_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_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_turn_angle; | ||||
float m_step_height; | float m_step_height; | ||||
float m_added_margin;//@todo: remove this and fix the code | float m_added_margin;//@todo: remove this and fix the code | ||||
@@ -228,7 +265,17 @@ namespace lol | |||||
bool m_was_jumping; | bool m_was_jumping; | ||||
bool m_do_gobject_sweep_test; | bool m_do_gobject_sweep_test; | ||||
bool m_use_walk_direction; | 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 | #endif // HAVE_PHYS_USE_BULLET | ||||
@@ -42,45 +42,6 @@ namespace phys | |||||
#ifdef USE_LOL_CTRLR_CHARAC | #ifdef USE_LOL_CTRLR_CHARAC | ||||
#ifdef HAVE_PHYS_USE_BULLET | #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. | //When called, will try to remove Character controller from its collision. | ||||
bool BulletKinematicCharacterController::RecoverFromPenetration(btCollisionWorld* CollisionWorld) | 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. | //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 | // phase 2: forward and strafe | ||||
m_target_position = m_current_position + MoveStep; | 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. | //The PreStepis done in order to recover from any HasPenetration. | ||||
void BulletKinematicCharacterController::PreStep(btCollisionWorld* CollisionWorld) | void BulletKinematicCharacterController::PreStep(btCollisionWorld* CollisionWorld) | ||||
{ | { | ||||
@@ -327,16 +201,8 @@ void BulletKinematicCharacterController::PlayerStep(btCollisionWorld* CollisionW | |||||
if (!m_use_walk_direction && m_velocity_time_interval <= .0f) | if (!m_use_walk_direction && m_velocity_time_interval <= .0f) | ||||
return; // no motion | return; // no motion | ||||
m_was_on_ground = OnGround(); | |||||
// Update fall velocity. | // 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; | btTransform NewTransform; | ||||
NewTransform = m_ghost_object->getWorldTransform(); | NewTransform = m_ghost_object->getWorldTransform(); | ||||
@@ -355,9 +221,7 @@ void BulletKinematicCharacterController::PlayerStep(btCollisionWorld* CollisionW | |||||
} | } | ||||
//Okay, step ! | //Okay, step ! | ||||
StepUp(CollisionWorld); | |||||
StepForwardAndStrafe(CollisionWorld, MoveStep); | |||||
StepDown(CollisionWorld, DeltaTime); | |||||
DoMove(CollisionWorld, MoveStep, DeltaTime); | |||||
//Movement finished, update World transform | //Movement finished, update World transform | ||||
NewTransform.setOrigin(LOL2BTU_VEC3(m_current_position)); | NewTransform.setOrigin(LOL2BTU_VEC3(m_current_position)); | ||||