Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -26,22 +26,21 @@ class btCollisionWorld;
class btCharacterControllerInterface : public btActionInterface
{
public:
btCharacterControllerInterface () {};
virtual ~btCharacterControllerInterface () {};
virtual void setWalkDirection(const btVector3& walkDirection) = 0;
virtual void setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0;
virtual void reset ( btCollisionWorld* collisionWorld ) = 0;
virtual void warp (const btVector3& origin) = 0;
btCharacterControllerInterface(){};
virtual ~btCharacterControllerInterface(){};
virtual void preStep ( btCollisionWorld* collisionWorld) = 0;
virtual void playerStep (btCollisionWorld* collisionWorld, btScalar dt) = 0;
virtual bool canJump () const = 0;
virtual void jump(const btVector3& dir = btVector3(0, 0, 0)) = 0;
virtual void setWalkDirection(const btVector3& walkDirection) = 0;
virtual void setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0;
virtual void reset(btCollisionWorld* collisionWorld) = 0;
virtual void warp(const btVector3& origin) = 0;
virtual bool onGround () const = 0;
virtual void setUpInterpolate (bool value) = 0;
virtual void preStep(btCollisionWorld* collisionWorld) = 0;
virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt) = 0;
virtual bool canJump() const = 0;
virtual void jump(const btVector3& dir = btVector3(0, 0, 0)) = 0;
virtual bool onGround() const = 0;
virtual void setUpInterpolate(bool value) = 0;
};
#endif //BT_CHARACTER_CONTROLLER_INTERFACE_H
#endif //BT_CHARACTER_CONTROLLER_INTERFACE_H

View File

@@ -13,7 +13,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#include <stdio.h>
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionDispatch/btGhostObject.h"
@@ -24,20 +23,19 @@ subject to the following restrictions:
#include "LinearMath/btDefaultMotionState.h"
#include "btKinematicCharacterController.h"
// static helper method
static btVector3
getNormalizedVector(const btVector3& v)
{
btVector3 n(0, 0, 0);
if (v.length() > SIMD_EPSILON) {
if (v.length() > SIMD_EPSILON)
{
n = v.normalized();
}
return n;
}
///@todo Interact with dynamic objects,
///Ride kinematicly animated platforms properly
///More realistic (or maybe just a config option) falling
@@ -47,18 +45,19 @@ getNormalizedVector(const btVector3& v)
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))
btKinematicClosestNotMeRayResultCallback(btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
{
m_me = me;
}
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace)
{
if (rayResult.m_collisionObject == m_me)
return 1.0;
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
return ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace);
}
protected:
btCollisionObject* m_me;
};
@@ -66,15 +65,12 @@ protected:
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)
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace)
{
if (convexResult.m_hitCollisionObject == m_me)
return btScalar(1.0);
@@ -86,19 +82,22 @@ public:
if (normalInWorldSpace)
{
hitNormalWorld = convexResult.m_hitNormalLocal;
} else
}
else
{
///need to transform normal into worldspace
hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis() * convexResult.m_hitNormalLocal;
}
btScalar dotUp = m_up.dot(hitNormalWorld);
if (dotUp < m_minSlopeDot) {
if (dotUp < m_minSlopeDot)
{
return btScalar(1.0);
}
return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
}
protected:
btCollisionObject* m_me;
const btVector3 m_up;
@@ -110,7 +109,7 @@ protected:
*
* from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html
*/
btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal)
btVector3 btKinematicCharacterController::computeReflectionDirection(const btVector3& direction, const btVector3& normal)
{
return direction - (btScalar(2.0) * direction.dot(normal)) * normal;
}
@@ -118,7 +117,7 @@ btVector3 btKinematicCharacterController::computeReflectionDirection (const btVe
/*
* Returns the portion of 'direction' that is parallel to 'normal'
*/
btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal)
btVector3 btKinematicCharacterController::parallelComponent(const btVector3& direction, const btVector3& normal)
{
btScalar magnitude = direction.dot(normal);
return normal * magnitude;
@@ -127,29 +126,29 @@ btVector3 btKinematicCharacterController::parallelComponent (const btVector3& di
/*
* Returns the portion of 'direction' that is perpindicular to 'normal'
*/
btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal)
btVector3 btKinematicCharacterController::perpindicularComponent(const btVector3& direction, const btVector3& normal)
{
return direction - parallelComponent(direction, normal);
}
btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, const btVector3& up)
btKinematicCharacterController::btKinematicCharacterController(btPairCachingGhostObject* ghostObject, btConvexShape* convexShape, btScalar stepHeight, const btVector3& up)
{
m_ghostObject = ghostObject;
m_up.setValue(0.0f, 0.0f, 1.0f);
m_jumpAxis.setValue(0.0f, 0.0f, 1.0f);
m_addedMargin = 0.02;
m_walkDirection.setValue(0.0,0.0,0.0);
m_walkDirection.setValue(0.0, 0.0, 0.0);
m_AngVel.setValue(0.0, 0.0, 0.0);
m_useGhostObjectSweepTest = true;
m_useGhostObjectSweepTest = true;
m_turnAngle = btScalar(0.0);
m_convexShape=convexShape;
m_useWalkDirection = true; // use walk direction by default, legacy behavior
m_convexShape = convexShape;
m_useWalkDirection = true; // use walk direction by default, legacy behavior
m_velocityTimeInterval = 0.0;
m_verticalVelocity = 0.0;
m_verticalOffset = 0.0;
m_gravity = 9.8 * 3.0 ; // 3G acceleration.
m_fallSpeed = 55.0; // Terminal velocity of a sky diver in m/s.
m_jumpSpeed = 10.0; // ?
m_gravity = 9.8 * 3.0; // 3G acceleration.
m_fallSpeed = 55.0; // Terminal velocity of a sky diver in m/s.
m_jumpSpeed = 10.0; // ?
m_SetjumpSpeed = m_jumpSpeed;
m_wasOnGround = false;
m_wasJumping = false;
@@ -166,7 +165,7 @@ btKinematicCharacterController::btKinematicCharacterController (btPairCachingGho
setMaxSlope(btRadians(45.0));
}
btKinematicCharacterController::~btKinematicCharacterController ()
btKinematicCharacterController::~btKinematicCharacterController()
{
}
@@ -175,7 +174,7 @@ btPairCachingGhostObject* btKinematicCharacterController::getGhostObject()
return m_ghostObject;
}
bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* collisionWorld)
bool btKinematicCharacterController::recoverFromPenetration(btCollisionWorld* collisionWorld)
{
// Here we must refresh the overlapping paircache as the penetrating movement itself or the
// previous recovery iteration might have used setWorldTransform and pushed us into an object
@@ -186,19 +185,19 @@ bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld*
// paircache and the ghostobject's internal paircache at the same time. /BW
btVector3 minAabb, maxAabb;
m_convexShape->getAabb(m_ghostObject->getWorldTransform(), minAabb,maxAabb);
collisionWorld->getBroadphase()->setAabb(m_ghostObject->getBroadphaseHandle(),
minAabb,
maxAabb,
collisionWorld->getDispatcher());
m_convexShape->getAabb(m_ghostObject->getWorldTransform(), minAabb, maxAabb);
collisionWorld->getBroadphase()->setAabb(m_ghostObject->getBroadphaseHandle(),
minAabb,
maxAabb,
collisionWorld->getDispatcher());
bool penetration = false;
collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher());
m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
// btScalar maxPen = btScalar(0.0);
// btScalar maxPen = btScalar(0.0);
for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++)
{
m_manifoldArray.resize(0);
@@ -206,25 +205,24 @@ bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld*
btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
btCollisionObject* obj0 = static_cast<btCollisionObject*>(collisionPair->m_pProxy0->m_clientObject);
btCollisionObject* obj1 = static_cast<btCollisionObject*>(collisionPair->m_pProxy1->m_clientObject);
btCollisionObject* obj1 = static_cast<btCollisionObject*>(collisionPair->m_pProxy1->m_clientObject);
if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse()))
continue;
if (!needsCollision(obj0, obj1))
continue;
if (collisionPair->m_algorithm)
collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray);
for (int j=0;j<m_manifoldArray.size();j++)
for (int j = 0; j < m_manifoldArray.size(); j++)
{
btPersistentManifold* manifold = m_manifoldArray[j];
btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0);
for (int p=0;p<manifold->getNumContacts();p++)
for (int p = 0; p < manifold->getNumContacts(); p++)
{
const btManifoldPoint&pt = manifold->getContactPoint(p);
const btManifoldPoint& pt = manifold->getContactPoint(p);
btScalar dist = pt.getDistance();
@@ -239,22 +237,24 @@ bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld*
//}
m_currentPosition += pt.m_normalWorldOnB * directionSign * dist * btScalar(0.2);
penetration = true;
} else {
}
else
{
//printf("touching %f\n", dist);
}
}
//manifold->clearManifold();
}
}
btTransform newTrans = m_ghostObject->getWorldTransform();
newTrans.setOrigin(m_currentPosition);
m_ghostObject->setWorldTransform(newTrans);
// printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]);
// printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]);
return penetration;
}
void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
void btKinematicCharacterController::stepUp(btCollisionWorld* world)
{
btScalar stepHeight = 0.0f;
if (m_verticalVelocity < 0.0)
@@ -263,8 +263,8 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
// phase 1: up
btTransform start, end;
start.setIdentity ();
end.setIdentity ();
start.setIdentity();
end.setIdentity();
/* FIXME: Handle penetration properly */
start.setOrigin(m_currentPosition);
@@ -272,7 +272,7 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
m_targetPosition = m_currentPosition + m_up * (stepHeight) + m_jumpAxis * ((m_verticalOffset > 0.f ? m_verticalOffset : 0.f));
m_currentPosition = m_targetPosition;
end.setOrigin (m_targetPosition);
end.setOrigin(m_targetPosition);
start.setRotation(m_currentOrientation);
end.setRotation(m_targetOrientation);
@@ -280,10 +280,10 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
btKinematicClosestNotMeConvexResultCallback callback(m_ghostObject, -m_up, m_maxSlopeCosine);
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
if (m_useGhostObjectSweepTest)
{
m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration);
m_ghostObject->convexSweepTest(m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration);
}
else
{
@@ -298,7 +298,7 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
// we moved up only a fraction of the step height
m_currentStepOffset = stepHeight * callback.m_closestHitFraction;
if (m_interpolateUp == true)
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
m_currentPosition.setInterpolate3(m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
else
m_currentPosition = m_targetPosition;
}
@@ -329,7 +329,9 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
m_verticalVelocity = 0.0;
m_currentStepOffset = m_stepHeight;
}
} else {
}
else
{
m_currentStepOffset = stepHeight;
m_currentPosition = m_targetPosition;
}
@@ -342,43 +344,44 @@ bool btKinematicCharacterController::needsCollision(const btCollisionObject* bod
return collides;
}
void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag)
void btKinematicCharacterController::updateTargetPositionBasedOnCollision(const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag)
{
btVector3 movementDirection = m_targetPosition - m_currentPosition;
btScalar movementLength = movementDirection.length();
if (movementLength>SIMD_EPSILON)
if (movementLength > SIMD_EPSILON)
{
movementDirection.normalize();
btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal);
btVector3 reflectDir = computeReflectionDirection(movementDirection, hitNormal);
reflectDir.normalize();
btVector3 parallelDir, perpindicularDir;
parallelDir = parallelComponent (reflectDir, hitNormal);
perpindicularDir = perpindicularComponent (reflectDir, hitNormal);
parallelDir = parallelComponent(reflectDir, hitNormal);
perpindicularDir = perpindicularComponent(reflectDir, hitNormal);
m_targetPosition = m_currentPosition;
if (0)//tangentMag != 0.0)
if (0) //tangentMag != 0.0)
{
btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength);
// printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]);
m_targetPosition += parComponent;
btVector3 parComponent = parallelDir * btScalar(tangentMag * movementLength);
// printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]);
m_targetPosition += parComponent;
}
if (normalMag != 0.0)
{
btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength);
// printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]);
btVector3 perpComponent = perpindicularDir * btScalar(normalMag * movementLength);
// printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]);
m_targetPosition += perpComponent;
}
} else
}
else
{
// printf("movementLength don't normalize a zero vector\n");
// printf("movementLength don't normalize a zero vector\n");
}
}
void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove)
void btKinematicCharacterController::stepForwardAndStrafe(btCollisionWorld* collisionWorld, const btVector3& walkMove)
{
// printf("m_normalizedDirection=%f,%f,%f\n",
// m_normalizedDirection[0],m_normalizedDirection[1],m_normalizedDirection[2]);
@@ -387,29 +390,28 @@ void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* co
m_targetPosition = m_currentPosition + walkMove;
start.setIdentity ();
end.setIdentity ();
start.setIdentity();
end.setIdentity();
btScalar fraction = 1.0;
btScalar distance2 = (m_currentPosition-m_targetPosition).length2();
// printf("distance2=%f\n",distance2);
btScalar distance2 = (m_currentPosition - m_targetPosition).length2();
// printf("distance2=%f\n",distance2);
int maxIter = 10;
while (fraction > btScalar(0.01) && maxIter-- > 0)
{
start.setOrigin (m_currentPosition);
end.setOrigin (m_targetPosition);
start.setOrigin(m_currentPosition);
end.setOrigin(m_targetPosition);
btVector3 sweepDirNegative(m_currentPosition - m_targetPosition);
start.setRotation(m_currentOrientation);
end.setRotation(m_targetOrientation);
btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, sweepDirNegative, btScalar(0.0));
btKinematicClosestNotMeConvexResultCallback callback(m_ghostObject, sweepDirNegative, btScalar(0.0));
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
btScalar margin = m_convexShape->getMargin();
m_convexShape->setMargin(margin + m_addedMargin);
@@ -426,18 +428,17 @@ void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* co
}
m_convexShape->setMargin(margin);
fraction -= callback.m_closestHitFraction;
if (callback.hasHit() && m_ghostObject->hasContactResponse() && needsCollision(m_ghostObject, callback.m_hitCollisionObject))
{
{
// we moved only a fraction
//btScalar hitDistance;
//hitDistance = (callback.m_hitPointWorld - m_currentPosition).length();
// m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
// m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld);
updateTargetPositionBasedOnCollision(callback.m_hitNormalWorld);
btVector3 currentDir = m_targetPosition - m_currentPosition;
distance2 = currentDir.length2();
if (distance2 > SIMD_EPSILON)
@@ -448,21 +449,21 @@ void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* co
{
break;
}
} else
}
else
{
// printf("currentDir: don't normalize a zero vector\n");
// printf("currentDir: don't normalize a zero vector\n");
break;
}
}
else
{
m_currentPosition = m_targetPosition;
else
{
m_currentPosition = m_targetPosition;
}
}
}
void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt)
void btKinematicCharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt)
{
btTransform start, end, end_double;
bool runonce = false;
@@ -475,64 +476,64 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld
m_targetPosition -= (step_drop + gravity_drop);*/
btVector3 orig_position = m_targetPosition;
btScalar downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
btScalar downVelocity = (m_verticalVelocity < 0.f ? -m_verticalVelocity : 0.f) * dt;
if (m_verticalVelocity > 0.0)
return;
if(downVelocity > 0.0 && downVelocity > m_fallSpeed
&& (m_wasOnGround || !m_wasJumping))
if (downVelocity > 0.0 && downVelocity > m_fallSpeed && (m_wasOnGround || !m_wasJumping))
downVelocity = m_fallSpeed;
btVector3 step_drop = m_up * (m_currentStepOffset + downVelocity);
m_targetPosition -= step_drop;
btKinematicClosestNotMeConvexResultCallback callback(m_ghostObject, m_up, m_maxSlopeCosine);
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
btKinematicClosestNotMeConvexResultCallback callback2(m_ghostObject, m_up, m_maxSlopeCosine);
callback2.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
callback2.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
while (1)
{
start.setIdentity ();
end.setIdentity ();
start.setIdentity();
end.setIdentity();
end_double.setIdentity ();
end_double.setIdentity();
start.setOrigin (m_currentPosition);
end.setOrigin (m_targetPosition);
start.setOrigin(m_currentPosition);
end.setOrigin(m_targetPosition);
start.setRotation(m_currentOrientation);
end.setRotation(m_targetOrientation);
//set double test for 2x the step drop, to check for a large drop vs small drop
end_double.setOrigin (m_targetPosition - step_drop);
end_double.setOrigin(m_targetPosition - step_drop);
if (m_useGhostObjectSweepTest)
{
m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
m_ghostObject->convexSweepTest(m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
if (!callback.hasHit() && m_ghostObject->hasContactResponse())
{
//test a double fall height, to see if the character should interpolate it's fall (full) or not (partial)
m_ghostObject->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
m_ghostObject->convexSweepTest(m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
}
} else
}
else
{
collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
collisionWorld->convexSweepTest(m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
if (!callback.hasHit() && m_ghostObject->hasContactResponse())
{
//test a double fall height, to see if the character should interpolate it's fall (large) or not (small)
collisionWorld->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
collisionWorld->convexSweepTest(m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
}
}
btScalar downVelocity2 = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
btScalar downVelocity2 = (m_verticalVelocity < 0.f ? -m_verticalVelocity : 0.f) * dt;
bool has_hit;
if (bounce_fix == true)
has_hit = (callback.hasHit() || callback2.hasHit()) && m_ghostObject->hasContactResponse() && needsCollision(m_ghostObject, callback.m_hitCollisionObject);
@@ -543,8 +544,7 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld
if (m_verticalVelocity < 0.0)
stepHeight = m_stepHeight;
if (downVelocity2 > 0.0 && downVelocity2 < stepHeight && has_hit == true && runonce == false
&& (m_wasOnGround || !m_wasJumping))
if (downVelocity2 > 0.0 && downVelocity2 < stepHeight && has_hit == true && runonce == false && (m_wasOnGround || !m_wasJumping))
{
//redo the velocity calculation when falling a small amount, for fast stairs motion
//for larger falls, use the smoother/slower interpolated movement by not touching the target position
@@ -555,7 +555,7 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld
step_drop = m_up * (m_currentStepOffset + downVelocity);
m_targetPosition -= step_drop;
runonce = true;
continue; //re-run previous tests
continue; //re-run previous tests
}
break;
}
@@ -570,30 +570,32 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld
if (bounce_fix == true)
{
if (full_drop == true)
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
else
m_currentPosition.setInterpolate3(m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
else
//due to errors in the closestHitFraction variable when used with large polygons, calculate the hit fraction manually
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, fraction);
m_currentPosition.setInterpolate3(m_currentPosition, m_targetPosition, fraction);
}
else
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
m_currentPosition.setInterpolate3(m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
full_drop = false;
m_verticalVelocity = 0.0;
m_verticalOffset = 0.0;
m_wasJumping = false;
} else {
}
else
{
// we dropped the full height
full_drop = true;
if (bounce_fix == true)
{
downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
downVelocity = (m_verticalVelocity < 0.f ? -m_verticalVelocity : 0.f) * dt;
if (downVelocity > m_fallSpeed && (m_wasOnGround || !m_wasJumping))
{
m_targetPosition += step_drop; //undo previous target change
m_targetPosition += step_drop; //undo previous target change
downVelocity = m_fallSpeed;
step_drop = m_up * (m_currentStepOffset + downVelocity);
m_targetPosition -= step_drop;
@@ -605,30 +607,22 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld
}
}
void btKinematicCharacterController::setWalkDirection
(
const btVector3& walkDirection
)
void btKinematicCharacterController::setWalkDirection(
const btVector3& walkDirection)
{
m_useWalkDirection = true;
m_walkDirection = walkDirection;
m_normalizedDirection = getNormalizedVector(m_walkDirection);
}
void btKinematicCharacterController::setVelocityForTimeInterval
(
const btVector3& velocity,
btScalar timeInterval
)
void btKinematicCharacterController::setVelocityForTimeInterval(
const btVector3& velocity,
btScalar timeInterval)
{
// printf("setVelocity!\n");
// printf(" interval: %f\n", timeInterval);
// printf(" velocity: (%f, %f, %f)\n",
// velocity.x(), velocity.y(), velocity.z());
// printf("setVelocity!\n");
// printf(" interval: %f\n", timeInterval);
// printf(" velocity: (%f, %f, %f)\n",
// velocity.x(), velocity.y(), velocity.z());
m_useWalkDirection = false;
m_walkDirection = velocity;
@@ -661,7 +655,7 @@ void btKinematicCharacterController::setLinearVelocity(const btVector3& velocity
btVector3 upComponent = m_up * (btSin(SIMD_HALF_PI - btAcos(c)) * m_walkDirection.length());
m_walkDirection -= upComponent;
m_verticalVelocity = (c < 0.0f ? -1 : 1) * upComponent.length();
if (c > 0.0f)
{
m_wasJumping = true;
@@ -678,46 +672,45 @@ btVector3 btKinematicCharacterController::getLinearVelocity() const
return m_walkDirection + (m_verticalVelocity * m_up);
}
void btKinematicCharacterController::reset ( btCollisionWorld* collisionWorld )
void btKinematicCharacterController::reset(btCollisionWorld* collisionWorld)
{
m_verticalVelocity = 0.0;
m_verticalOffset = 0.0;
m_wasOnGround = false;
m_wasJumping = false;
m_walkDirection.setValue(0,0,0);
m_velocityTimeInterval = 0.0;
m_verticalVelocity = 0.0;
m_verticalOffset = 0.0;
m_wasOnGround = false;
m_wasJumping = false;
m_walkDirection.setValue(0, 0, 0);
m_velocityTimeInterval = 0.0;
//clear pair cache
btHashedOverlappingPairCache *cache = m_ghostObject->getOverlappingPairCache();
while (cache->getOverlappingPairArray().size() > 0)
{
cache->removeOverlappingPair(cache->getOverlappingPairArray()[0].m_pProxy0, cache->getOverlappingPairArray()[0].m_pProxy1, collisionWorld->getDispatcher());
}
//clear pair cache
btHashedOverlappingPairCache* cache = m_ghostObject->getOverlappingPairCache();
while (cache->getOverlappingPairArray().size() > 0)
{
cache->removeOverlappingPair(cache->getOverlappingPairArray()[0].m_pProxy0, cache->getOverlappingPairArray()[0].m_pProxy1, collisionWorld->getDispatcher());
}
}
void btKinematicCharacterController::warp (const btVector3& origin)
void btKinematicCharacterController::warp(const btVector3& origin)
{
btTransform xform;
xform.setIdentity();
xform.setOrigin (origin);
m_ghostObject->setWorldTransform (xform);
xform.setOrigin(origin);
m_ghostObject->setWorldTransform(xform);
}
void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld)
void btKinematicCharacterController::preStep(btCollisionWorld* collisionWorld)
{
m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
m_targetPosition = m_currentPosition;
m_currentOrientation = m_ghostObject->getWorldTransform().getRotation();
m_targetOrientation = m_currentOrientation;
// printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]);
// printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]);
}
void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt)
void btKinematicCharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar dt)
{
// printf("playerStep(): ");
// printf(" dt = %f", dt);
// printf("playerStep(): ");
// printf(" dt = %f", dt);
if (m_AngVel.length2() > 0.0f)
{
@@ -744,16 +737,17 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
}
// quick check...
if (!m_useWalkDirection && (m_velocityTimeInterval <= 0.0)) {
// printf("\n");
return; // no motion
if (!m_useWalkDirection && (m_velocityTimeInterval <= 0.0))
{
// printf("\n");
return; // no motion
}
m_wasOnGround = onGround();
//btVector3 lvel = m_walkDirection;
//btScalar c = 0.0f;
if (m_walkDirection.length2() > 0)
{
// apply damping
@@ -761,7 +755,7 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
}
m_verticalVelocity *= btPow(btScalar(1) - m_linearDamping, dt);
// Update fall velocity.
m_verticalVelocity -= m_gravity * dt;
if (m_verticalVelocity > 0.0 && m_verticalVelocity > m_jumpSpeed)
@@ -777,12 +771,12 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
btTransform xform;
xform = m_ghostObject->getWorldTransform();
// printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]);
// printf("walkSpeed=%f\n",walkSpeed);
// printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]);
// printf("walkSpeed=%f\n",walkSpeed);
stepUp(collisionWorld);
//todo: Experimenting with behavior of controller when it hits a ceiling..
//bool hitUp = stepUp (collisionWorld);
//bool hitUp = stepUp (collisionWorld);
//if (hitUp)
//{
// m_verticalVelocity -= m_gravity * dt;
@@ -799,9 +793,12 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
// xform = m_ghostObject->getWorldTransform();
//}
if (m_useWalkDirection) {
stepForwardAndStrafe (collisionWorld, m_walkDirection);
} else {
if (m_useWalkDirection)
{
stepForwardAndStrafe(collisionWorld, m_walkDirection);
}
else
{
//printf(" time: %f", m_velocityTimeInterval);
// still have some time left for moving!
btScalar dtMoving =
@@ -816,7 +813,7 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
// okay, step
stepForwardAndStrafe(collisionWorld, move);
}
stepDown (collisionWorld, dt);
stepDown(collisionWorld, dt);
//todo: Experimenting with max jump height
//if (m_wasJumping)
@@ -827,7 +824,7 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
// // substract the overshoot
// m_currentPosition[m_upAxis] -= ds - m_maxJumpHeight;
// // max height was reached, so potential energy is at max
// // max height was reached, so potential energy is at max
// // and kinematic energy is 0, thus velocity is 0.
// if (m_verticalVelocity > 0.0)
// m_verticalVelocity = 0.0;
@@ -835,8 +832,8 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
//}
// printf("\n");
xform.setOrigin (m_currentPosition);
m_ghostObject->setWorldTransform (xform);
xform.setOrigin(m_currentPosition);
m_ghostObject->setWorldTransform(xform);
int numPenetrationLoops = 0;
m_touchingContact = false;
@@ -852,23 +849,23 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo
}
}
void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed)
void btKinematicCharacterController::setFallSpeed(btScalar fallSpeed)
{
m_fallSpeed = fallSpeed;
}
void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed)
void btKinematicCharacterController::setJumpSpeed(btScalar jumpSpeed)
{
m_jumpSpeed = jumpSpeed;
m_SetjumpSpeed = m_jumpSpeed;
}
void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight)
void btKinematicCharacterController::setMaxJumpHeight(btScalar maxJumpHeight)
{
m_maxJumpHeight = maxJumpHeight;
}
bool btKinematicCharacterController::canJump () const
bool btKinematicCharacterController::canJump() const
{
return onGround();
}
@@ -927,20 +924,20 @@ btScalar btKinematicCharacterController::getMaxPenetrationDepth() const
return m_maxPenetrationDepth;
}
bool btKinematicCharacterController::onGround () const
bool btKinematicCharacterController::onGround() const
{
return (fabs(m_verticalVelocity) < SIMD_EPSILON) && (fabs(m_verticalOffset) < SIMD_EPSILON);
}
void btKinematicCharacterController::setStepHeight(btScalar h)
void btKinematicCharacterController::setStepHeight(btScalar h)
{
m_stepHeight = h;
}
btVector3* btKinematicCharacterController::getUpAxisDirections()
{
static btVector3 sUpAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) };
static btVector3 sUpAxisDirection[3] = {btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f)};
return sUpAxisDirection;
}
@@ -997,4 +994,3 @@ btQuaternion btKinematicCharacterController::getRotation(btVector3& v0, btVector
return shortestArcQuatNormalize2(v0, v1);
}

View File

@@ -13,7 +13,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H
#define BT_KINEMATIC_CHARACTER_CONTROLLER_H
@@ -23,7 +22,6 @@ subject to the following restrictions:
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
class btCollisionShape;
class btConvexShape;
class btRigidBody;
@@ -34,15 +32,15 @@ class btPairCachingGhostObject;
///btKinematicCharacterController 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.
ATTRIBUTE_ALIGNED16(class) btKinematicCharacterController : public btCharacterControllerInterface
ATTRIBUTE_ALIGNED16(class)
btKinematicCharacterController : public btCharacterControllerInterface
{
protected:
btScalar m_halfHeight;
btPairCachingGhostObject* m_ghostObject;
btConvexShape* m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
btConvexShape* m_convexShape; //is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
btScalar m_maxPenetrationDepth;
btScalar m_verticalVelocity;
btScalar m_verticalOffset;
@@ -50,33 +48,33 @@ protected:
btScalar m_jumpSpeed;
btScalar m_SetjumpSpeed;
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_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_turnAngle;
btScalar m_stepHeight;
btScalar m_addedMargin;//@todo: remove this and fix the code
btScalar m_addedMargin; //@todo: remove this and fix the code
///this is the desired walk direction, set by the user
btVector3 m_walkDirection;
btVector3 m_normalizedDirection;
btVector3 m_AngVel;
btVector3 m_walkDirection;
btVector3 m_normalizedDirection;
btVector3 m_AngVel;
btVector3 m_jumpPosition;
btVector3 m_jumpPosition;
//some internal variables
btVector3 m_currentPosition;
btScalar m_currentStepOffset;
btScalar m_currentStepOffset;
btVector3 m_targetPosition;
btQuaternion m_currentOrientation;
btQuaternion m_targetOrientation;
///keep track of the contact manifolds
btManifoldArray m_manifoldArray;
btManifoldArray m_manifoldArray;
bool m_touchingContact;
btVector3 m_touchingNormal;
@@ -84,52 +82,50 @@ protected:
btScalar m_linearDamping;
btScalar m_angularDamping;
bool m_wasOnGround;
bool m_wasJumping;
bool m_useGhostObjectSweepTest;
bool m_useWalkDirection;
btScalar m_velocityTimeInterval;
bool m_wasOnGround;
bool m_wasJumping;
bool m_useGhostObjectSweepTest;
bool m_useWalkDirection;
btScalar m_velocityTimeInterval;
btVector3 m_up;
btVector3 m_jumpAxis;
static btVector3* getUpAxisDirections();
bool m_interpolateUp;
bool full_drop;
bool bounce_fix;
bool m_interpolateUp;
bool full_drop;
bool bounce_fix;
btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal);
btVector3 parallelComponent (const btVector3& direction, const btVector3& normal);
btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal);
btVector3 computeReflectionDirection(const btVector3& direction, const btVector3& normal);
btVector3 parallelComponent(const btVector3& direction, const btVector3& normal);
btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal);
bool recoverFromPenetration ( btCollisionWorld* collisionWorld);
void stepUp (btCollisionWorld* collisionWorld);
void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove);
void stepDown (btCollisionWorld* collisionWorld, btScalar dt);
bool recoverFromPenetration(btCollisionWorld * collisionWorld);
void stepUp(btCollisionWorld * collisionWorld);
void updateTargetPositionBasedOnCollision(const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
void stepForwardAndStrafe(btCollisionWorld * collisionWorld, const btVector3& walkMove);
void stepDown(btCollisionWorld * collisionWorld, btScalar dt);
virtual bool needsCollision(const btCollisionObject* body0, const btCollisionObject* body1);
void setUpVector(const btVector3& up);
btQuaternion getRotation(btVector3& v0, btVector3& v1) const;
btQuaternion getRotation(btVector3 & v0, btVector3 & v1) const;
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, const btVector3& up = btVector3(1.0,0.0,0.0));
~btKinematicCharacterController ();
btKinematicCharacterController(btPairCachingGhostObject * ghostObject, btConvexShape * convexShape, btScalar stepHeight, const btVector3& up = btVector3(1.0, 0.0, 0.0));
~btKinematicCharacterController();
///btActionInterface interface
virtual void updateAction( btCollisionWorld* collisionWorld,btScalar deltaTime)
virtual void updateAction(btCollisionWorld * collisionWorld, btScalar deltaTime)
{
preStep ( collisionWorld);
playerStep (collisionWorld, deltaTime);
preStep(collisionWorld);
playerStep(collisionWorld, deltaTime);
}
///btActionInterface interface
void debugDraw(btIDebugDraw* debugDrawer);
void debugDraw(btIDebugDraw * debugDrawer);
void setUp(const btVector3& up);
@@ -140,7 +136,7 @@ public:
/// increment the position each simulation iteration, regardless
/// of dt.
/// This call will reset any velocity set by setVelocityForTimeInterval().
virtual void setWalkDirection(const btVector3& walkDirection);
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
@@ -148,7 +144,7 @@ public:
/// 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);
btScalar timeInterval);
virtual void setAngularVelocity(const btVector3& velocity);
virtual const btVector3& getAngularVelocity() const;
@@ -157,24 +153,24 @@ public:
virtual btVector3 getLinearVelocity() const;
void setLinearDamping(btScalar d) { m_linearDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
btScalar getLinearDamping() const { return m_linearDamping; }
btScalar getLinearDamping() const { return m_linearDamping; }
void setAngularDamping(btScalar d) { m_angularDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
btScalar getAngularDamping() const { return m_angularDamping; }
btScalar getAngularDamping() const { return m_angularDamping; }
void reset ( btCollisionWorld* collisionWorld );
void warp (const btVector3& origin);
void reset(btCollisionWorld * collisionWorld);
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 setStepHeight(btScalar h);
btScalar getStepHeight() const { return m_stepHeight; }
void setFallSpeed (btScalar fallSpeed);
void setFallSpeed(btScalar fallSpeed);
btScalar getFallSpeed() const { return m_fallSpeed; }
void setJumpSpeed (btScalar jumpSpeed);
void setJumpSpeed(btScalar jumpSpeed);
btScalar getJumpSpeed() const { return m_jumpSpeed; }
void setMaxJumpHeight (btScalar maxJumpHeight);
bool canJump () const;
void setMaxJumpHeight(btScalar maxJumpHeight);
bool canJump() const;
void jump(const btVector3& v = btVector3(0, 0, 0));
@@ -192,13 +188,13 @@ public:
btScalar getMaxPenetrationDepth() const;
btPairCachingGhostObject* getGhostObject();
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
{
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
}
bool onGround () const;
void setUpInterpolate (bool value);
bool onGround() const;
void setUpInterpolate(bool value);
};
#endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H
#endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H