applied Character controller patch #20 from Issue 198
See https://code.google.com/p/bullet/issues/detail?id=198
This commit is contained in:
@@ -31,7 +31,7 @@ public:
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virtual void setWalkDirection(const btVector3& walkDirection) = 0;
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virtual void setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0;
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virtual void reset () = 0;
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virtual void reset ( btCollisionWorld* collisionWorld ) = 0;
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virtual void warp (const btVector3& origin) = 0;
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virtual void preStep ( btCollisionWorld* collisionWorld) = 0;
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@@ -40,6 +40,7 @@ public:
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virtual void jump () = 0;
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virtual bool onGround () const = 0;
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virtual void setUpInterpolate (bool value) = 0;
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};
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#endif //BT_CHARACTER_CONTROLLER_INTERFACE_H
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@@ -14,6 +14,7 @@ subject to the following restrictions:
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*/
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#include <stdio.h>
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#include "LinearMath/btIDebugDraw.h"
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
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@@ -77,6 +78,9 @@ public:
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if (convexResult.m_hitCollisionObject == m_me)
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return btScalar(1.0);
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if (!convexResult.m_hitCollisionObject->hasContactResponse())
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return btScalar(1.0);
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btVector3 hitNormalWorld;
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if (normalInWorldSpace)
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{
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@@ -146,7 +150,11 @@ btKinematicCharacterController::btKinematicCharacterController (btPairCachingGho
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m_jumpSpeed = 10.0; // ?
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m_wasOnGround = false;
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m_wasJumping = false;
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m_interpolateUp = true;
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setMaxSlope(btRadians(45.0));
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m_currentStepOffset = 0;
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full_drop = false;
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bounce_fix = false;
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}
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btKinematicCharacterController::~btKinematicCharacterController ()
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@@ -187,6 +195,12 @@ bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld*
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m_manifoldArray.resize(0);
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btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
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btCollisionObject* obj0 = static_cast<btCollisionObject*>(collisionPair->m_pProxy0->m_clientObject);
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btCollisionObject* obj1 = static_cast<btCollisionObject*>(collisionPair->m_pProxy1->m_clientObject);
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if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse()))
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continue;
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if (collisionPair->m_algorithm)
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collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray);
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@@ -260,7 +274,10 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
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{
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// we moved up only a fraction of the step height
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m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
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m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
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if (m_interpolateUp == true)
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m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
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else
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m_currentPosition = m_targetPosition;
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}
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m_verticalVelocity = 0.0;
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m_verticalOffset = 0.0;
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@@ -325,7 +342,8 @@ void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* co
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{
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if (m_normalizedDirection.dot(m_touchingNormal) > btScalar(0.0))
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{
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updateTargetPositionBasedOnCollision (m_touchingNormal);
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//interferes with step movement
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//updateTargetPositionBasedOnCollision (m_touchingNormal);
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}
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}
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@@ -397,7 +415,8 @@ void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* co
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void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt)
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{
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btTransform start, end;
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btTransform start, end, end_double;
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bool runonce = false;
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// phase 3: down
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/*btScalar additionalDownStep = (m_wasOnGround && !onGround()) ? m_stepHeight : 0.0;
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@@ -406,44 +425,124 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld
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btVector3 gravity_drop = getUpAxisDirections()[m_upAxis] * downVelocity;
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m_targetPosition -= (step_drop + gravity_drop);*/
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btVector3 orig_position = m_targetPosition;
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btScalar downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
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if(downVelocity > 0.0 && downVelocity < m_stepHeight
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if(downVelocity > 0.0 && downVelocity > m_fallSpeed
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&& (m_wasOnGround || !m_wasJumping))
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{
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downVelocity = m_stepHeight;
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}
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downVelocity = m_fallSpeed;
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btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
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m_targetPosition -= step_drop;
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start.setIdentity ();
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end.setIdentity ();
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start.setOrigin (m_currentPosition);
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end.setOrigin (m_targetPosition);
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btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, getUpAxisDirections()[m_upAxis], m_maxSlopeCosine);
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callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
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callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
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btKinematicClosestNotMeConvexResultCallback callback2 (m_ghostObject, getUpAxisDirections()[m_upAxis], m_maxSlopeCosine);
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callback2.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
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while (1)
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{
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start.setIdentity ();
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end.setIdentity ();
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end_double.setIdentity ();
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start.setOrigin (m_currentPosition);
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end.setOrigin (m_targetPosition);
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//set double test for 2x the step drop, to check for a large drop vs small drop
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end_double.setOrigin (m_targetPosition - step_drop);
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if (m_useGhostObjectSweepTest)
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{
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m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
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if (!callback.hasHit())
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{
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//test a double fall height, to see if the character should interpolate it's fall (full) or not (partial)
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m_ghostObject->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
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}
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} else
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{
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collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
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if (!callback.hasHit())
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{
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//test a double fall height, to see if the character should interpolate it's fall (large) or not (small)
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collisionWorld->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
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}
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}
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if (m_useGhostObjectSweepTest)
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{
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m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
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} else
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{
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collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
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btScalar downVelocity2 = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
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bool has_hit = false;
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if (bounce_fix == true)
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has_hit = callback.hasHit() || callback2.hasHit();
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else
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has_hit = callback2.hasHit();
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if(downVelocity2 > 0.0 && downVelocity2 < m_stepHeight && has_hit == true && runonce == false
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&& (m_wasOnGround || !m_wasJumping))
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{
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//redo the velocity calculation when falling a small amount, for fast stairs motion
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//for larger falls, use the smoother/slower interpolated movement by not touching the target position
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m_targetPosition = orig_position;
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downVelocity = m_stepHeight;
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btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
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m_targetPosition -= step_drop;
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runonce = true;
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continue; //re-run previous tests
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}
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break;
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}
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if (callback.hasHit())
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if (callback.hasHit() || runonce == true)
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{
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// we dropped a fraction of the height -> hit floor
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m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
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btScalar fraction = (m_currentPosition.getY() - callback.m_hitPointWorld.getY()) / 2;
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//printf("hitpoint: %g - pos %g\n", callback.m_hitPointWorld.getY(), m_currentPosition.getY());
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if (bounce_fix == true)
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{
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if (full_drop == true)
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m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
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else
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//due to errors in the closestHitFraction variable when used with large polygons, calculate the hit fraction manually
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m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, fraction);
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}
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else
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m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
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full_drop = false;
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m_verticalVelocity = 0.0;
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m_verticalOffset = 0.0;
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m_wasJumping = false;
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} else {
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// we dropped the full height
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full_drop = true;
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if (bounce_fix == true)
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{
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downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
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if (downVelocity > m_fallSpeed && (m_wasOnGround || !m_wasJumping))
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{
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m_targetPosition += step_drop; //undo previous target change
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downVelocity = m_fallSpeed;
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step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
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m_targetPosition -= step_drop;
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}
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}
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//printf("full drop - %g, %g\n", m_currentPosition.getY(), m_targetPosition.getY());
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m_currentPosition = m_targetPosition;
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}
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}
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@@ -479,10 +578,21 @@ btScalar timeInterval
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m_velocityTimeInterval = timeInterval;
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}
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void btKinematicCharacterController::reset ()
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void btKinematicCharacterController::reset ( btCollisionWorld* collisionWorld )
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{
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m_verticalVelocity = 0.0;
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m_verticalOffset = 0.0;
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m_wasOnGround = false;
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m_wasJumping = false;
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m_walkDirection.setValue(0,0,0);
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m_velocityTimeInterval = 0.0;
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//clear pair cache
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btHashedOverlappingPairCache *cache = m_ghostObject->getOverlappingPairCache();
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while (cache->getOverlappingPairArray().size() > 0)
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{
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cache->removeOverlappingPair(cache->getOverlappingPairArray()[0].m_pProxy0, cache->getOverlappingPairArray()[0].m_pProxy1, collisionWorld->getDispatcher());
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}
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}
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void btKinematicCharacterController::warp (const btVector3& origin)
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@@ -653,3 +763,8 @@ btVector3* btKinematicCharacterController::getUpAxisDirections()
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void btKinematicCharacterController::debugDraw(btIDebugDraw* debugDrawer)
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{
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}
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void btKinematicCharacterController::setUpInterpolate(bool value)
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{
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m_interpolateUp = value;
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}
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@@ -81,6 +81,9 @@ protected:
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int m_upAxis;
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static btVector3* getUpAxisDirections();
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bool m_interpolateUp;
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bool full_drop;
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bool bounce_fix;
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btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal);
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btVector3 parallelComponent (const btVector3& direction, const btVector3& normal);
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@@ -133,7 +136,7 @@ public:
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virtual void setVelocityForTimeInterval(const btVector3& velocity,
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btScalar timeInterval);
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void reset ();
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void reset ( btCollisionWorld* collisionWorld );
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void warp (const btVector3& origin);
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void preStep ( btCollisionWorld* collisionWorld);
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@@ -161,6 +164,7 @@ public:
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}
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bool onGround () const;
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void setUpInterpolate (bool value);
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};
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#endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H
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