// // Lol Engine // // Copyright: (c) 2010-2012 Sam Hocevar // (c) 2009-2012 Benjamin Huet // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // // // The BulletCharacterController class // ------------------ // This class is a equivalent of btKinematicCharacterController, but more useful for Lol. // #if !defined __BULLETCHARACTERCONTROLLER_BULLETCHARACTERCONTROLLER_H__ #define __BULLETCHARACTERCONTROLLER_BULLETCHARACTERCONTROLLER_H__ #ifdef HAVE_PHYS_USE_BULLET #include "core.h" #include "EasyPhysics.h" //#include "BulletDynamics\Character\btCharacterControllerInterface.h" #endif #define USE_LOL_CTRLR_CHARAC namespace lol { 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; }; ///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. class BulletKinematicCharacterController : public btActionInterface { public: BulletKinematicCharacterController(btPairCachingGhostObject* NewGhostObject, btConvexShape* NewConvexShape, float NewStepHeight, int NewUpAxis=1) { m_convex_shape = NewConvexShape; m_i_up_axis = NewUpAxis; m_ghost_object = NewGhostObject; m_step_height = NewStepHeight; m_added_margin = 0.02f; m_walk_direction = vec3(.0f, .0f, .0f); m_do_gobject_sweep_test = true; m_turn_angle = .0f; m_use_walk_direction = false; // Should remove walk direction, this doesn't work correctly. m_velocity_time_interval = .0f; m_vertical_velocity = .0f; m_vertical_offset = .0f; 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; m_was_jumping = false; SetMaxSlope(45.f); } ~BulletKinematicCharacterController() { } protected: static vec3* GetUpAxisDirections() { static vec3 sUpAxisDirection[3] = { vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f) }; return sUpAxisDirection; } //-------------------------- //CONVENIENCE FUNCTIONS //-- //Returns the reflection Direction of a ray going 'Direction' hitting a surface with Normal 'Normal' from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html vec3 GetReflectedDir(const vec3& Direction, const vec3& Normal) { return Direction - (2.f * dot(Direction, Normal) * Normal); } //Returns the portion of 'direction' that is parallel to 'normal' vec3 ProjectDirOnNorm(const vec3& Direction, const vec3& Normal) { return Normal * dot(Direction, Normal); } //Returns the portion of 'Direction' that is perpindicular to 'Normal' vec3 ProjectDirOnNormPerpindicular(const vec3& Direction, const vec3& Normal) { return Direction - ProjectDirOnNorm(Direction, Normal); } //Returns Ghost Object. -duh- btPairCachingGhostObject* GetGhostObject() { return m_ghost_object; } //"Real" war functions bool RecoverFromPenetration(btCollisionWorld* CollisionWorld); void UpdateTargetOnHit(const vec3& hit_normal, float TangentMag = .0f, float NormalMag = 1.f); void DoMove(btCollisionWorld* CollisionWorld, const vec3& MoveStep, float DeltaTime); public: ///btActionInterface interface : KEEP IN camelCase virtual void updateAction(btCollisionWorld* CollisionWorld, float deltaTime) { PreStep(CollisionWorld); PlayerStep(CollisionWorld, deltaTime); } //not in the interface, but called above void PreStep(btCollisionWorld* CollisionWorld); void PlayerStep(btCollisionWorld* CollisionWorld, float DeltaTime); ///btActionInterface interface : KEEP IN camelCase void debugDraw(btIDebugDraw* debugDrawer) { } void SetUpAxis(int NewAxis) { if (NewAxis < 0) NewAxis = 0; if (NewAxis > 2) NewAxis = 2; m_i_up_axis = NewAxis; } //!!!!!! SHOULD DITCH THAT !!!!!! //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 DeltaTime. //This call will Reset any velocity set by SetVelocityForTimeInterval(). virtual void SetWalkDirection(const vec3& walkDirection) { m_use_walk_direction = true; m_walk_direction = walkDirection; m_normalized_direction = normalize(m_walk_direction); } //Caller provides a velocity with which the character should MoveStep 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 vec3& velocity, float timeInterval) { m_use_walk_direction = false; m_walk_direction = velocity; m_normalized_direction = normalize(m_walk_direction); m_velocity_time_interval = timeInterval; } //Usefulness ? void Reset() { } void Warp(const vec3& NewOrigin) { btTransform NewTransform; NewTransform.setIdentity(); NewTransform.setOrigin(LOL2BTU_VEC3(NewOrigin)); m_ghost_object->setWorldTransform(NewTransform); } //External Setup //-- void SetFallSpeed(float NewFallSpeed) { m_fall_speed = NewFallSpeed; } void SetJumpSpeed(float NewJumpSpeed) { m_jump_speed = NewJumpSpeed; } void SetMaxJumpHeight(float NewMaxJumpHeight) { m_max_jump_height = NewMaxJumpHeight; } //Jump logic will go in EasyCC bool CanJump() const { return OnGround(); } void Jump(); //NewGravity functions 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. void SetMaxSlope(float NewSlopeRadians) { m_max_slope_radians = NewSlopeRadians; m_max_slope_cosine = lol::cos(NewSlopeRadians); } float GetMaxSlope() const { return m_max_slope_radians; } void SetUseGhostSweepTest(bool UseGObjectSweepTest) { m_do_gobject_sweep_test = UseGObjectSweepTest; } bool OnGround() const { return m_vertical_velocity == .0f && m_vertical_offset == .0f; } private: btPairCachingGhostObject* m_ghost_object; btConvexShape* m_convex_shape; //is also in m_ghost_object, but it needs to be convex, so we store it here to avoid upcast //keep track of the contact manifolds btManifoldArray m_manifold_array; float m_half_height; float m_velocity_time_interval; float m_vertical_velocity; float m_vertical_offset; float m_fall_speed; float m_jump_speed; 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_f_gravity; float m_turn_angle; float m_step_height; float m_added_margin;//@todo: remove this and fix the code ///this is the desired walk Direction, set by the user vec3 m_walk_direction; vec3 m_normalized_direction; //some internal variables vec3 m_current_position; float m_current_step_offset; vec3 m_target_position; vec3 m_touching_normal; bool m_touching_contact; bool m_was_on_ground; bool m_was_jumping; bool m_do_gobject_sweep_test; bool m_use_walk_direction; 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 // USE_LOL_CTRLR_CHARAC } /* namespace phys */ } /* namespace lol */ #endif /* __BULLETCHARACTERCONTROLLER_BULLETCHARACTERCONTROLLER_H__ */