+ improved KinematicCharacterController

+ improved btSubsimplexConvexCast, btContinuousConvexCollision and btGjkConvexCast to support configuration that start in touching/penetration, required for 'sliding'.
+ added files to CMakeLists.txt for CharacterController
+ bump up version to 2.70 (preparation for beta)
This commit is contained in:
erwin.coumans
2008-07-09 00:08:49 +00:00
parent 76bac83937
commit dcd57f333b
23 changed files with 431 additions and 243 deletions

View File

@@ -12,16 +12,16 @@ class CharacterControllerInterface
public:
CharacterControllerInterface () {};
virtual ~CharacterControllerInterface () {};
virtual void setup (btDynamicsWorld* dynamicsWorld, btScalar height = 2.0, btScalar width = 0.25, btScalar stepHeight = 0.25) = 0;
virtual void destroy (btDynamicsWorld* dynamicsWorld) = 0;
virtual void setup (btScalar height = 2.0, btScalar width = 0.25, btScalar stepHeight = 0.25) = 0;
virtual void destroy () = 0;
virtual btCollisionObject* getCollisionObject () = 0;
virtual void reset () = 0;
virtual void warp (const btVector3& origin) = 0;
virtual void preStep (btDynamicsWorld* dynamicsWorld) = 0;
virtual void playerStep (btDynamicsWorld* dynamicsWorld, btScalar dt,
virtual void registerPairCacheAndDispatcher (btOverlappingPairCache* pairCache, btCollisionDispatcher* dispatcher)=0;
virtual void preStep (const btDynamicsWorld* dynamicsWorld) = 0;
virtual void playerStep (const btDynamicsWorld* dynamicsWorld, btScalar dt,
int forward,
int backward,
int left,

View File

@@ -43,14 +43,25 @@ static int gLeft = 0;
static int gRight = 0;
static int gJump = 0;
#define QUAKE_BSP_IMPORTING 1
///playerStepCallback is the main function that is updating the character.
///Register this callback using: m_dynamicsWorld->setInternalTickCallback(playerStepCallback,m_character);
///This function will be called at the end of each internal simulation time step
void playerStepCallback(const btDynamicsWorld* dynamicsWorld, btScalar timeStep)
{
CharacterControllerInterface* characterInterface= (CharacterControllerInterface*) dynamicsWorld->getWorldUserInfo();
characterInterface->preStep (dynamicsWorld);
characterInterface->playerStep (dynamicsWorld, timeStep, gForward, gBackward, gLeft, gRight, gJump);
}
#define QUAKE_BSP_IMPORTING 1
#ifdef QUAKE_BSP_IMPORTING
#include "../BspDemo/BspLoader.h"
#include "../BspDemo/BspConverter.h"
class BspToBulletConverter : public BspConverter
{
CharacterDemo* m_demoApp;
@@ -108,7 +119,10 @@ CharacterDemo::~CharacterDemo()
{
//cleanup in the reverse order of creation/initialization
if (m_character)
m_character->destroy (m_dynamicsWorld);
{
m_dynamicsWorld->removeCollisionObject(m_character->getCollisionObject());
m_character->destroy ();
}
//remove the rigidbodies from the dynamics world and delete them
@@ -163,8 +177,10 @@ class MyCustomOverlappingPairCallback : public btOverlappingPairCallback
{
bool needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const
{
// we already know that the character proxy is either proxy0 or proxy1
return true;
bool collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
return collides;
}
} myCustomOverlapFilterCallback;
@@ -237,12 +253,12 @@ void CharacterDemo::initPhysics()
m_constraintSolver = new btSequentialImpulseConstraintSolver();
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_constraintSolver,m_collisionConfiguration);
//m_dynamicsWorld->setGravity(btVector3(0,0,0));
btTransform tr;
tr.setIdentity();
#define USE_BSP_STAGE
#ifdef USE_BSP_STAGE
#ifdef QUAKE_BSP_IMPORTING
char* bspfilename = "BspDemo.bsp";
void* memoryBuffer = 0;
@@ -286,7 +302,6 @@ void CharacterDemo::initPhysics()
fclose(file);
}
#endif
#else
#define USE_TRIMESH_GROUND 1
#ifdef USE_TRIMESH_GROUND
@@ -477,12 +492,19 @@ const float TRIANGLE_SIZE=20.f;
#else
m_character = new KinematicCharacterController ();
#endif
m_character->setup (m_dynamicsWorld);
m_character->setup ();
m_dynamicsWorld->setInternalTickCallback(playerStepCallback,m_character);
//some custom callback sample
m_customPairCallback = new MyCustomOverlappingPairCallback(this,m_character->getCollisionObject());
sweepBP->setOverlappingPairUserCallback(m_customPairCallback);
m_character->registerPairCache (m_customPairCallback->getOverlappingPairCache());
m_character->registerPairCacheAndDispatcher (m_customPairCallback->getOverlappingPairCache(), m_dispatcher);
m_dynamicsWorld->addCollisionObject(m_character->getCollisionObject(),btBroadphaseProxy::DebrisFilter, btBroadphaseProxy::StaticFilter);//AllFilter);
clientResetScene();
setCameraDistance(26.f);
@@ -498,22 +520,11 @@ void CharacterDemo::renderme()
DemoApplication::renderme();
}
void CharacterDemo::clientMoveAndDisplay()
void CharacterDemo::debugDrawContacts()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float dt = getDeltaTimeMicroseconds() * 0.000001f;
/* Character stuff &*/
if (m_character)
{
m_character->preStep (m_dynamicsWorld);
m_character->playerStep (m_dynamicsWorld, dt, gForward, gBackward, gLeft, gRight, gJump);
}
#if 0
printf("numPairs = %d\n",m_customPairCallback->getOverlappingPairArray().size());
// printf("numPairs = %d\n",m_customPairCallback->getOverlappingPairArray().size());
{
btManifoldArray manifoldArray;
for (int i=0;i<m_customPairCallback->getOverlappingPairArray().size();i++)
@@ -541,8 +552,23 @@ void CharacterDemo::clientMoveAndDisplay()
}
}
}
#endif
}
void CharacterDemo::clientMoveAndDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float dt = getDeltaTimeMicroseconds() * 0.000001f;
/* Character stuff &*/
if (m_character)
{
}
debugDrawContacts();
if (m_dynamicsWorld)
@@ -612,6 +638,7 @@ void CharacterDemo::displayCallback(void)
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
debugDrawContacts();
glFlush();
glutSwapBuffers();
@@ -622,7 +649,8 @@ void CharacterDemo::clientResetScene()
m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(m_character->getCollisionObject()->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
m_character->reset ();
m_character->warp (btVector3(0.0, 1.75, 0.0));
///WTF
m_character->warp (btVector3(0, -2.0, 0.));
}
void CharacterDemo::specialKeyboardUp(int key, int x, int y)

View File

@@ -15,7 +15,12 @@ subject to the following restrictions:
#ifndef CHARACTER_DEMO_H
#define CHARACTER_DEMO_H
class CharacterController;
///DYNAMIC_CHARACTER_CONTROLLER is not supported/obsolete at the moment
//#define DYNAMIC_CHARACTER_CONTROLLER 1
class CharacterControllerInterface;
class DynamicCharacterController;
class KinematicCharacterController;
class btCollisionShape;
@@ -29,7 +34,7 @@ class CharacterDemo : public DemoApplication
public:
#ifdef DYNAMIC_CHARACTER_CONTROLLER
CharacterController* m_character;
CharacterControllerInterface* m_character;
#else
KinematicCharacterController* m_character;
#endif
@@ -50,6 +55,7 @@ class CharacterDemo : public DemoApplication
btVector3* m_vertices;
void debugDrawContacts();
float m_cameraHeight;
@@ -67,7 +73,7 @@ class CharacterDemo : public DemoApplication
virtual void displayCallback();
///a very basic camera following the vehicle
///a very basic camera following the character
virtual void updateCamera();
virtual void specialKeyboard(int key, int x, int y);

View File

@@ -21,7 +21,7 @@ DynamicCharacterController::~DynamicCharacterController ()
{
}
void DynamicCharacterController::setup (btDynamicsWorld* dynamicsWorld, btScalar height, btScalar width, btScalar stepHeight)
void DynamicCharacterController::setup (btScalar height, btScalar width, btScalar stepHeight)
{
btVector3 spherePositions[2];
btScalar sphereRadii[2];
@@ -45,10 +45,10 @@ void DynamicCharacterController::setup (btDynamicsWorld* dynamicsWorld, btScalar
//m_rigidBody->setCollisionFlags( m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
m_rigidBody->setSleepingThresholds (0.0, 0.0);
m_rigidBody->setAngularFactor (0.0);
dynamicsWorld->addRigidBody (m_rigidBody);
}
void DynamicCharacterController::destroy (btDynamicsWorld* dynamicsWorld)
void DynamicCharacterController::destroy ()
{
if (m_shape)
{
@@ -57,8 +57,8 @@ void DynamicCharacterController::destroy (btDynamicsWorld* dynamicsWorld)
if (m_rigidBody)
{
dynamicsWorld->removeRigidBody (m_rigidBody);
delete m_rigidBody;
m_rigidBody = 0;
}
}
@@ -67,7 +67,7 @@ btCollisionObject* DynamicCharacterController::getCollisionObject ()
return m_rigidBody;
}
void DynamicCharacterController::preStep (btDynamicsWorld* dynamicsWorld)
void DynamicCharacterController::preStep (const btDynamicsWorld* dynamicsWorld)
{
btTransform xform;
m_rigidBody->getMotionState()->getWorldTransform (xform);
@@ -118,7 +118,7 @@ void DynamicCharacterController::preStep (btDynamicsWorld* dynamicsWorld)
}
}
void DynamicCharacterController::playerStep (btScalar dt,
void DynamicCharacterController::playerStep (const btDynamicsWorld* dynaWorld,btScalar dt,
int forward,
int backward,
int left,
@@ -190,3 +190,15 @@ bool DynamicCharacterController::onGround () const
{
return m_rayLambda[0] < btScalar(1.0);
}
void DynamicCharacterController::reset ()
{
}
void DynamicCharacterController::warp (const btVector3& origin)
{
}
void DynamicCharacterController::registerPairCacheAndDispatcher (btOverlappingPairCache* pairCache, btCollisionDispatcher* dispatcher)
{
}

View File

@@ -9,6 +9,7 @@ class btCollisionShape;
class btRigidBody;
class btDynamicsWorld;
///DynamicCharacterController is obsolete/unsupported at the moment
class DynamicCharacterController : public CharacterControllerInterface
{
protected:
@@ -29,13 +30,17 @@ protected:
public:
DynamicCharacterController ();
~DynamicCharacterController ();
void setup (btDynamicsWorld* dynamicsWorld, btScalar height = 2.0, btScalar width = 0.25, btScalar stepHeight = 0.25);
void destroy (btDynamicsWorld* dynamicsWorld);
void setup (btScalar height = 2.0, btScalar width = 0.25, btScalar stepHeight = 0.25);
void destroy ();
virtual void reset ();
virtual void warp (const btVector3& origin);
virtual void registerPairCacheAndDispatcher (btOverlappingPairCache* pairCache, btCollisionDispatcher* dispatcher);
btCollisionObject* getCollisionObject ();
void preStep (btDynamicsWorld* dynamicsWorld);
void playerStep (btScalar dt,
void preStep (const btDynamicsWorld* dynamicsWorld);
void playerStep (const btDynamicsWorld* dynaWorld,btScalar dt,
int forward,
int backward,
int left,

View File

@@ -87,7 +87,7 @@ btVector3 perpindicularComponent (const btVector3& direction, const btVector3& n
KinematicCharacterController::KinematicCharacterController ()
{
m_turnAngle = btScalar(0.0);
m_walkVelocity = btScalar(1.1) * 4.0; // 4 km/h -> 1.1 m/s
m_walkVelocity = btScalar(1.1) * 14.0; // 4 km/h -> 1.1 m/s
m_shape = NULL;
m_pairCache = NULL;
m_collisionObject = NULL;
@@ -97,15 +97,15 @@ KinematicCharacterController::~KinematicCharacterController ()
{
}
void KinematicCharacterController::setup (btDynamicsWorld* dynamicsWorld, btScalar height, btScalar width, btScalar stepHeight)
void KinematicCharacterController::setup (btScalar height, btScalar width, btScalar stepHeight)
{
btVector3 spherePositions[2];
btScalar sphereRadii[2];
sphereRadii[0] = width;
sphereRadii[1] = width;
spherePositions[0] = btVector3 (0.0, (height/btScalar(2.0) - width), 0.0);
spherePositions[1] = btVector3 (0.0, (-height/btScalar(2.0) + width), 0.0);
spherePositions[0] = btVector3 (0.0, (height/btScalar(2.0) ), 0.0);
spherePositions[1] = btVector3 (0.0, (-height/btScalar(2.0)), 0.0);
m_halfHeight = height/btScalar(2.0);
@@ -116,19 +116,20 @@ void KinematicCharacterController::setup (btDynamicsWorld* dynamicsWorld, btScal
btTransform startTransform;
startTransform.setIdentity ();
startTransform.setOrigin (btVector3(0.0, 4.0, 0.0));
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo cInfo(1.0, myMotionState, m_shape);
//btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
//btRigidBody::btRigidBodyConstructionInfo cInfo(1.0, myMotionState, m_shape);
m_collisionObject = new btCollisionObject ();
m_collisionObject->setWorldTransform(startTransform);
m_collisionObject->setCollisionShape (m_shape);
m_collisionObject->setCollisionFlags (btCollisionObject::CF_KINEMATIC_OBJECT);
dynamicsWorld->addCollisionObject (m_collisionObject);
m_collisionObject->setCollisionFlags (btCollisionObject::CF_NO_CONTACT_RESPONSE);
}
void KinematicCharacterController::destroy (btDynamicsWorld* dynamicsWorld)
void KinematicCharacterController::destroy ()
{
if (m_collisionObject)
{
dynamicsWorld->removeCollisionObject (m_collisionObject);
delete m_collisionObject;
}
@@ -143,29 +144,33 @@ btCollisionObject* KinematicCharacterController::getCollisionObject ()
return m_collisionObject;
}
bool KinematicCharacterController::recoverFromPenetration (btDynamicsWorld* dynamicsWorld)
bool KinematicCharacterController::recoverFromPenetration (const btDynamicsWorld* dynamicsWorld)
{
if (m_pairCache == NULL)
return false;
bool penetration = false;
dynamicsWorld->getDispatcher()->dispatchAllCollisionPairs (m_pairCache, dynamicsWorld->getDispatchInfo(), dynamicsWorld->getDispatcher());
m_dispatcher->dispatchAllCollisionPairs (m_pairCache, dynamicsWorld->getDispatchInfo(), m_dispatcher);
btManifoldArray manifoldArray;
m_currentPosition = m_collisionObject->getWorldTransform().getOrigin();
btScalar maxPen = btScalar(0.0);
for (int i = 0; i < m_pairCache->getNumOverlappingPairs(); i++)
{
manifoldArray.clear();
m_manifoldArray.resize(0);
btBroadphasePair* collisionPair = &m_pairCache->getOverlappingPairArray()[i];
if (collisionPair->m_algorithm)
collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray);
for (int j=0;j<manifoldArray.size();j++)
for (int j=0;j<m_manifoldArray.size();j++)
{
btPersistentManifold* manifold = manifoldArray[j];
btPersistentManifold* manifold = m_manifoldArray[j];
btScalar directionSign = manifold->getBody0() == m_collisionObject ? btScalar(-1.0) : btScalar(1.0);
for (int p=0;p<manifold->getNumContacts();p++)
{
@@ -176,7 +181,8 @@ bool KinematicCharacterController::recoverFromPenetration (btDynamicsWorld* dyna
if (pt.getDistance() < maxPen)
{
maxPen = pt.getDistance();
m_touchingNormal = pt.m_normalWorldOnB * directionSign;
m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
}
m_currentPosition += pt.m_normalWorldOnB * directionSign * pt.getDistance() * btScalar(0.2);
penetration = true;
@@ -184,13 +190,18 @@ bool KinematicCharacterController::recoverFromPenetration (btDynamicsWorld* dyna
//printf("touching %f\n", pt.getDistance());
}
}
manifold->clearManifold();
//manifold->clearManifold();
}
}
btTransform newTrans = m_collisionObject->getWorldTransform();
newTrans.setOrigin(m_currentPosition);
m_collisionObject->setWorldTransform(newTrans);
// printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]);
return penetration;
}
void KinematicCharacterController::stepUp (btDynamicsWorld* dynamicsWorld)
void KinematicCharacterController::stepUp (const btDynamicsWorld* dynamicsWorld)
{
// phase 1: up
btTransform start, end;
@@ -222,31 +233,47 @@ void KinematicCharacterController::updateTargetPositionBasedOnCollision (const b
{
btVector3 movementDirection = m_targetPosition - m_currentPosition;
btScalar movementLength = movementDirection.length();
movementDirection.normalize();
btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal);
reflectDir.normalize();
btVector3 parallelDir, perpindicularDir;
parallelDir = parallelComponent (reflectDir, hitNormal);
perpindicularDir = perpindicularComponent (reflectDir, hitNormal);
m_targetPosition = m_currentPosition;
if (tangentMag != 0.0)
if (movementLength>SIMD_EPSILON)
{
m_targetPosition += parallelDir * btScalar (tangentMag*movementLength);
}
movementDirection.normalize();
if (normalMag != 0.0)
btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal);
reflectDir.normalize();
btVector3 parallelDir, perpindicularDir;
parallelDir = parallelComponent (reflectDir, hitNormal);
perpindicularDir = perpindicularComponent (reflectDir, hitNormal);
m_targetPosition = m_currentPosition;
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;
}
if (normalMag != 0.0)
{
btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength);
// printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]);
m_targetPosition += perpComponent;
}
} else
{
m_targetPosition += perpindicularDir * btScalar (normalMag*movementLength);
// printf("movementLength don't normalize a zero vector\n");
}
}
void KinematicCharacterController::stepForwardAndStrafe (btDynamicsWorld* dynamicsWorld, const btVector3& walkMove)
void KinematicCharacterController::stepForwardAndStrafe (const btDynamicsWorld* dynamicsWorld, const btVector3& walkMove)
{
btVector3 originalDir = walkMove.normalized();
if (walkMove.length() < SIMD_EPSILON)
{
originalDir.setValue(0.f,0.f,0.f);
}
// printf("originalDir=%f,%f,%f\n",originalDir[0],originalDir[1],originalDir[2]);
// phase 2: forward and strafe
btTransform start, end;
m_targetPosition = m_currentPosition + walkMove;
@@ -255,6 +282,7 @@ void KinematicCharacterController::stepForwardAndStrafe (btDynamicsWorld* dynami
btScalar fraction = 1.0;
btScalar distance2 = (m_currentPosition-m_targetPosition).length2();
// printf("distance2=%f\n",distance2);
if (m_touchingContact)
{
@@ -262,44 +290,67 @@ void KinematicCharacterController::stepForwardAndStrafe (btDynamicsWorld* dynami
updateTargetPositionBasedOnCollision (m_touchingNormal);
}
while (fraction > btScalar(0.01))
int maxIter = 10;
while (fraction > btScalar(0.01) && maxIter-- > 0)
{
start.setOrigin (m_currentPosition);
end.setOrigin (m_targetPosition);
ClosestNotMeConvexResultCallback callback (m_collisionObject);
dynamicsWorld->convexSweepTest (m_shape, start, end, callback);
//btScalar margin = m_shape->getMargin();
//m_shape->setMargin(margin - 0.06f);
dynamicsWorld->convexSweepTest (m_shape, start, end, callback);
//m_shape->setMargin(margin);
fraction -= callback.m_closestHitFraction;
if (callback.HasHit())
{
// we moved only a fraction
btScalar hitDistance = (callback.m_hitPointWorld - m_currentPosition).length();
if (hitDistance<0.f)
{
// printf("neg dist?\n");
}
/* If the distance is farther than the collision margin, move */
if (hitDistance > 0.05)
{
// printf("callback.m_closestHitFraction=%f\n",callback.m_closestHitFraction);
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
}
updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld);
btVector3 currentDir = m_targetPosition - m_currentPosition;
distance2 = currentDir.length2();
currentDir.normalize();
/* Ageia's C.C. took this test from Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */
if (currentDir.dot(originalDir) <= btScalar(0.0))
if (distance2 > SIMD_EPSILON)
{
currentDir.normalize();
/* See Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */
if (currentDir.dot(originalDir) <= btScalar(0.0))
{
break;
}
} else
{
// printf("currentDir: don't normalize a zero vector\n");
break;
}
} else {
// we moved whole way
m_currentPosition = m_targetPosition;
}
// if (callback.m_closestHitFraction == 0.f)
// break;
}
}
void KinematicCharacterController::stepDown (btDynamicsWorld* dynamicsWorld, btScalar dt)
void KinematicCharacterController::stepDown (const btDynamicsWorld* dynamicsWorld, btScalar dt)
{
btTransform start, end;
@@ -341,13 +392,15 @@ void KinematicCharacterController::warp (const btVector3& origin)
m_collisionObject->setWorldTransform (xform);
}
void KinematicCharacterController::registerPairCache (btOverlappingPairCache* pairCache)
void KinematicCharacterController::registerPairCacheAndDispatcher (btOverlappingPairCache* pairCache, btCollisionDispatcher* dispatcher)
{
m_pairCache = pairCache;
m_dispatcher = dispatcher;
}
void KinematicCharacterController::preStep (btDynamicsWorld* dynamicsWorld)
void KinematicCharacterController::preStep (const btDynamicsWorld* dynamicsWorld)
{
int numPenetrationLoops = 0;
m_touchingContact = false;
while (recoverFromPenetration (dynamicsWorld))
@@ -356,7 +409,7 @@ void KinematicCharacterController::preStep (btDynamicsWorld* dynamicsWorld)
m_touchingContact = true;
if (numPenetrationLoops > 4)
{
printf("character could not recover from penetration = %d\n", numPenetrationLoops);
// printf("character could not recover from penetration = %d\n", numPenetrationLoops);
break;
}
}
@@ -364,6 +417,7 @@ void KinematicCharacterController::preStep (btDynamicsWorld* dynamicsWorld)
xform = m_collisionObject->getWorldTransform ();
btVector3 forwardDir = xform.getBasis()[2];
// printf("forwardDir=%f,%f,%f\n",forwardDir[0],forwardDir[1],forwardDir[2]);
btVector3 upDir = xform.getBasis()[1];
btVector3 strafeDir = xform.getBasis()[0];
forwardDir.normalize ();
@@ -376,11 +430,12 @@ void KinematicCharacterController::preStep (btDynamicsWorld* dynamicsWorld)
m_currentPosition = xform.getOrigin();
m_targetPosition = m_currentPosition;
// printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]);
}
void KinematicCharacterController::playerStep (btDynamicsWorld* dynamicsWorld,
void KinematicCharacterController::playerStep (const btDynamicsWorld* dynamicsWorld,
btScalar dt,
int forward,
int backward,
@@ -406,6 +461,9 @@ void KinematicCharacterController::playerStep (btDynamicsWorld* dynamicsWorld,
btTransform xform;
xform = m_collisionObject->getWorldTransform ();
// printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]);
// printf("walkSpeed=%f\n",walkSpeed);
stepUp (dynamicsWorld);
stepForwardAndStrafe (dynamicsWorld, walkDirection * walkSpeed);
stepDown (dynamicsWorld, dt);

View File

@@ -8,7 +8,12 @@
class btCollisionShape;
class btRigidBody;
class btDynamicsWorld;
class btCollisionDispatcher;
///KinematicCharacterController is a collision object with support for sliding motion in a world.
///It uses the convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations.
///Interaction between KinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user.
class KinematicCharacterController : public CharacterControllerInterface
{
protected:
@@ -16,6 +21,7 @@ protected:
btConvexShape* m_shape;
btCollisionObject* m_collisionObject;
btOverlappingPairCache* m_pairCache;
btCollisionDispatcher* m_dispatcher;
btScalar m_fallSpeed;
btScalar m_jumpSpeed;
@@ -36,28 +42,30 @@ protected:
btScalar m_currentStepOffset;
btVector3 m_targetPosition;
btManifoldArray m_manifoldArray;
bool m_touchingContact;
btVector3 m_touchingNormal;
bool recoverFromPenetration (btDynamicsWorld* dynamicsWorld);
void stepUp (btDynamicsWorld* dynamicsWorld);
void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(1.0), btScalar normalMag = btScalar(0.0));
void stepForwardAndStrafe (btDynamicsWorld* dynamicsWorld, const btVector3& walkMove);
void stepDown (btDynamicsWorld* dynamicsWorld, btScalar dt);
bool recoverFromPenetration (const btDynamicsWorld* dynamicsWorld);
void stepUp (const btDynamicsWorld* dynamicsWorld);
void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
void stepForwardAndStrafe (const btDynamicsWorld* dynamicsWorld, const btVector3& walkMove);
void stepDown (const btDynamicsWorld* dynamicsWorld, btScalar dt);
public:
KinematicCharacterController ();
~KinematicCharacterController ();
void setup (btDynamicsWorld* dynamicsWorld, btScalar height = btScalar(1.75), btScalar width = btScalar(0.4), btScalar stepHeight = btScalar(0.35));
void destroy (btDynamicsWorld* dynamicsWorld);
void setup (btScalar height = btScalar(1.75), btScalar width = btScalar(0.4), btScalar stepHeight = btScalar(0.35));
void destroy ();
btCollisionObject* getCollisionObject ();
void reset ();
void warp (const btVector3& origin);
void registerPairCache (btOverlappingPairCache* pairCache);
void preStep (btDynamicsWorld* dynamicsWorld);
void playerStep (btDynamicsWorld* dynamicsWorld, btScalar dt,
virtual void registerPairCacheAndDispatcher (btOverlappingPairCache* pairCache, btCollisionDispatcher* dispatcher);
void preStep (const btDynamicsWorld* dynamicsWorld);
void playerStep (const btDynamicsWorld* dynamicsWorld, btScalar dt,
int forward,
int backward,
int left,