+ 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

@@ -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);