Add Character control to btDiscreteDynamicsWorld (moved btCharacterControllerInterface/btKinematicCharacterController functionality from demo)
Remove ibmsdk from CcdPhysicsDemo and CollisionDemo
This commit is contained in:
@@ -1,73 +0,0 @@
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# ---------------------------------------------------------------
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# PLEASE DO NOT MODIFY THIS SECTION
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# This prolog section is automatically generated.
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#
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# (C) Copyright 2001,2006,
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# International Business Machines Corporation,
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#
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# All Rights Reserved.
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# ---------------------------------------------------------------
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# --------------------------------------------------------------
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# PROLOG END TAG zYx
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########################################################################
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# Source Code
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########################################################################
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VPATH = ../
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########################################################################
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# Target
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########################################################################
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ROOT = ../../..
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HOSTINC = /usr/include
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PROGRAM_ppu := CcdPhysicsDemo
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#######################################################################
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# Objs
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######################################################################
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OBJS = CcdPhysicsDemo.o main.o
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########################################################################
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# Libraries, Include paths, Defines
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########################################################################
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INCLUDE = -DUSE_LIBSPE2 \
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-I$(CELL_SYSROOT)/usr/include \
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-I../ \
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-I$(ROOT)/src \
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-I$(ROOT)/Demos/OpenGL \
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-I$(HOSTINC)
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SYS_LIBS := -lspe2 -lglut -lGLU -lGL -lm -lXext -lXmu -lX11
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IMPORTS = $(ROOT)/lib/ibmsdk/bulletmultithreaded.a \
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$(ROOT)/lib/ibmsdk/bulletopenglsupport.a \
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$(ROOT)/lib/ibmsdk/bulletdynamics.a \
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$(ROOT)/lib/ibmsdk/bulletconvexhull.a \
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$(ROOT)/lib/ibmsdk/bulletcollision.a \
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$(ROOT)/lib/ibmsdk/bulletmath.a
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#######################################################################
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# Install files/dirs
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#######################################################################
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INSTALL_DIR = $(ROOT)/ibmsdk
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INSTALL_FILES = $(PROGRAM_ppu)
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########################################################################
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# make.footer
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########################################################################
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IBM_CELLSDK_VERSION := $(shell if [ -d /opt/cell ]; then echo "3.0"; fi)
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ifeq ("$(IBM_CELLSDK_VERSION)","3.0")
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CELL_TOP ?= /opt/cell/sdk
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# CELL_SYSROOT = $(CELL_TOP);
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include $(CELL_TOP)/buildutils/make.footer
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else
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CELL_TOP ?= /opt/ibm/cell-sdk/prototype
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CELL_SYSROOT = $(CELL_TOP)/sysroot
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include $(CELL_TOP)/make.footer
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endif
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$(PPMS):
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cp textures/$@ .
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cleanlocal:
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rm -f $(PPMS)
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@@ -1,32 +0,0 @@
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#ifndef CHARACTER_CONTROLLER_INTERFACE_H
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#define CHARACTER_CONTROLLER_INTERFACE_H
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#include "LinearMath/btVector3.h"
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class btCollisionShape;
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class btRigidBody;
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class btCollisionWorld;
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class CharacterControllerInterface
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{
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public:
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CharacterControllerInterface () {};
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virtual ~CharacterControllerInterface () {};
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virtual void reset () = 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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virtual void playerStep (btCollisionWorld* collisionWorld, btScalar dt,
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int forward,
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int backward,
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int left,
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int right,
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int jump) = 0;
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virtual bool canJump () const = 0;
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virtual void jump () = 0;
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virtual bool onGround () const = 0;
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};
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#endif
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@@ -27,7 +27,7 @@ subject to the following restrictions:
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#ifdef DYNAMIC_CHARACTER_CONTROLLER
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#include "DynamicCharacterController.h"
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#else
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#include "KinematicCharacterController.h"
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#include "BulletDynamics/Character/btKinematicCharacterController.h"
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#endif
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const int maxProxies = 32766;
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@@ -39,15 +39,7 @@ static int gLeft = 0;
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static int gRight = 0;
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static int gJump = 0;
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///playerStepCallback is the main function that is updating the character.
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///Register this callback using: m_dynamicsWorld->setInternalTickCallback(playerStepCallback,m_character);
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///This function will be called at the end of each internal simulation time step
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void playerStepCallback(btDynamicsWorld* dynamicsWorld, btScalar timeStep)
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{
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CharacterControllerInterface* characterInterface= (CharacterControllerInterface*) dynamicsWorld->getWorldUserInfo();
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characterInterface->preStep (dynamicsWorld);
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characterInterface->playerStep (dynamicsWorld, timeStep, gForward, gBackward, gLeft, gRight, gJump);
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}
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CharacterDemo::CharacterDemo()
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@@ -95,16 +87,14 @@ void CharacterDemo::initPhysics()
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m_ghostObject->setCollisionFlags (btCollisionObject::CF_CHARACTER_OBJECT);
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btScalar stepHeight = btScalar(0.35);
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m_character = new KinematicCharacterController (m_ghostObject,capsule,stepHeight);
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m_character = new btKinematicCharacterController (m_ghostObject,capsule,stepHeight);
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#endif
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m_dynamicsWorld->setInternalTickCallback(playerStepCallback,m_character);
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///only collide with static for now (no interaction with dynamic objects)
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m_dynamicsWorld->addCollisionObject(m_ghostObject,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);
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m_dynamicsWorld->addCharacter(m_character);
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////////////////
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@@ -231,6 +221,38 @@ void CharacterDemo::clientMoveAndDisplay()
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if (m_idle)
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dt = 1.0/420.f;
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///set walkDirection for our character
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btTransform xform;
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xform = m_ghostObject->getWorldTransform ();
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btVector3 forwardDir = xform.getBasis()[2];
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// printf("forwardDir=%f,%f,%f\n",forwardDir[0],forwardDir[1],forwardDir[2]);
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btVector3 upDir = xform.getBasis()[1];
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btVector3 strafeDir = xform.getBasis()[0];
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forwardDir.normalize ();
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upDir.normalize ();
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strafeDir.normalize ();
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btVector3 walkDirection = btVector3(0.0, 0.0, 0.0);
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btScalar walkVelocity = btScalar(1.1) * 4.0; // 4 km/h -> 1.1 m/s
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btScalar walkSpeed = walkVelocity * dt;
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if (gLeft)
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walkDirection += strafeDir;
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if (gRight)
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walkDirection -= strafeDir;
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if (gForward)
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walkDirection += forwardDir;
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if (gBackward)
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walkDirection -= forwardDir;
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m_character->setWalkDirection(walkDirection*walkSpeed);
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int numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps);
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//optional but useful: debug drawing
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@@ -16,14 +16,14 @@ subject to the following restrictions:
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#define CHARACTER_DEMO_H
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///DYNAMIC_CHARACTER_CONTROLLER is not at the moment
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///DYNAMIC_CHARACTER_CONTROLLER is not fully implemented yet at the moment
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//#define DYNAMIC_CHARACTER_CONTROLLER 1
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#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
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class CharacterControllerInterface;
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class DynamicCharacterController;
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class KinematicCharacterController;
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class btCharacterControllerInterface;
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class btDynamicCharacterController;
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class btKinematicCharacterController;
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class btCollisionShape;
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@@ -36,12 +36,13 @@ class CharacterDemo : public DemoApplication
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public:
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#ifdef DYNAMIC_CHARACTER_CONTROLLER
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CharacterControllerInterface* m_character;
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btCharacterControllerInterface* m_character;
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#else
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KinematicCharacterController* m_character;
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btKinematicCharacterController* m_character;
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class btPairCachingGhostObject* m_ghostObject;
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#endif
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btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
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class btBroadphaseInterface* m_overlappingPairCache;
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@@ -3,14 +3,14 @@
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#include "LinearMath/btVector3.h"
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#include "CharacterControllerInterface.h"
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#include "BulletDynamics/Character/btCharacterControllerInterface.h"
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class btCollisionShape;
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class btRigidBody;
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class btCollisionWorld;
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///DynamicCharacterController is obsolete/unsupported at the moment
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class DynamicCharacterController : public CharacterControllerInterface
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class DynamicCharacterController : public btCharacterControllerInterface
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{
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protected:
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btScalar m_halfHeight;
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@@ -1,489 +0,0 @@
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#include "GLDebugDrawer.h"
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
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#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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#include "LinearMath/btDefaultMotionState.h"
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#include "KinematicCharacterController.h"
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///@todo Interact with dynamic objects,
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///Ride kinematicly animated platforms properly
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///More realistic (or maybe just a config option) falling
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/// -> Should integrate falling velocity manually and use that in stepDown()
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///Support jumping
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///Support ducking
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class ClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
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{
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public:
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ClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
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{
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m_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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{
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if (rayResult.m_collisionObject == m_me)
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return 1.0;
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return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
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}
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protected:
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btCollisionObject* m_me;
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};
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class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
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{
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public:
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ClosestNotMeConvexResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
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{
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m_me = me;
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}
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virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
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{
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if (convexResult.m_hitCollisionObject == m_me)
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return 1.0;
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return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
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}
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protected:
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btCollisionObject* m_me;
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};
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/*
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* Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal'
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*
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* from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html
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*/
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btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal)
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{
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return direction - (btScalar(2.0) * direction.dot(normal)) * normal;
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}
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/*
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* Returns the portion of 'direction' that is parallel to 'normal'
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*/
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btVector3 parallelComponent (const btVector3& direction, const btVector3& normal)
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{
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btScalar magnitude = direction.dot(normal);
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return normal * magnitude;
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}
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/*
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* Returns the portion of 'direction' that is perpindicular to 'normal'
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*/
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btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal)
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{
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return direction - parallelComponent(direction, normal);
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}
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KinematicCharacterController::KinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight)
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{
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m_useGhostObjectSweepTest = true;
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m_ghostObject = ghostObject;
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m_stepHeight = stepHeight;
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m_turnAngle = btScalar(0.0);
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m_walkVelocity = btScalar(1.1) * 4.0; // 4 km/h -> 1.1 m/s
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m_convexShape=convexShape;
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}
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KinematicCharacterController::~KinematicCharacterController ()
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{
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}
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btPairCachingGhostObject* KinematicCharacterController::getGhostObject()
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{
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return m_ghostObject;
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}
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bool KinematicCharacterController::recoverFromPenetration (btCollisionWorld* collisionWorld)
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{
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bool penetration = false;
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collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher());
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m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
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btScalar maxPen = btScalar(0.0);
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for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++)
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{
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m_manifoldArray.resize(0);
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btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
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if (collisionPair->m_algorithm)
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collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray);
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for (int j=0;j<m_manifoldArray.size();j++)
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{
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btPersistentManifold* manifold = m_manifoldArray[j];
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btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0);
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for (int p=0;p<manifold->getNumContacts();p++)
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{
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const btManifoldPoint&pt = manifold->getContactPoint(p);
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if (pt.getDistance() < 0.0)
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{
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if (pt.getDistance() < maxPen)
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{
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maxPen = pt.getDistance();
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m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
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}
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m_currentPosition += pt.m_normalWorldOnB * directionSign * pt.getDistance() * btScalar(0.2);
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penetration = true;
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} else {
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//printf("touching %f\n", pt.getDistance());
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}
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}
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//manifold->clearManifold();
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}
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}
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btTransform newTrans = m_ghostObject->getWorldTransform();
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newTrans.setOrigin(m_currentPosition);
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m_ghostObject->setWorldTransform(newTrans);
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// printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]);
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return penetration;
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}
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void KinematicCharacterController::stepUp ( btCollisionWorld* world)
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{
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// phase 1: up
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btTransform start, end;
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m_targetPosition = m_currentPosition + btVector3 (btScalar(0.0), m_stepHeight, btScalar(0.0));
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start.setIdentity ();
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end.setIdentity ();
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/* FIXME: Handle penetration properly */
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start.setOrigin (m_currentPosition + btVector3(btScalar(0.0), btScalar(0.1), btScalar(0.0)));
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end.setOrigin (m_targetPosition);
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ClosestNotMeConvexResultCallback callback (m_ghostObject);
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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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if (m_useGhostObjectSweepTest)
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{
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m_ghostObject->convexSweepTest (m_convexShape, start, end, world->getDispatchInfo().m_allowedCcdPenetration,callback);
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}
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else
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{
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world->convexSweepTest (m_convexShape, start, end, callback);
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}
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if (callback.hasHit())
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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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} else {
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m_currentStepOffset = m_stepHeight;
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m_currentPosition = m_targetPosition;
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}
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}
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void KinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag)
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{
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btVector3 movementDirection = m_targetPosition - m_currentPosition;
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btScalar movementLength = movementDirection.length();
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if (movementLength>SIMD_EPSILON)
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{
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movementDirection.normalize();
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btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal);
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reflectDir.normalize();
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btVector3 parallelDir, perpindicularDir;
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parallelDir = parallelComponent (reflectDir, hitNormal);
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perpindicularDir = perpindicularComponent (reflectDir, hitNormal);
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m_targetPosition = m_currentPosition;
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if (0)//tangentMag != 0.0)
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{
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btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength);
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// printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]);
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m_targetPosition += parComponent;
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}
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if (normalMag != 0.0)
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{
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btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength);
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// printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]);
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m_targetPosition += perpComponent;
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}
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} else
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{
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// printf("movementLength don't normalize a zero vector\n");
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}
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}
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void KinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove)
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{
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btVector3 originalDir = walkMove.normalized();
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if (walkMove.length() < SIMD_EPSILON)
|
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{
|
||||
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;
|
||||
start.setIdentity ();
|
||||
end.setIdentity ();
|
||||
|
||||
btScalar fraction = 1.0;
|
||||
btScalar distance2 = (m_currentPosition-m_targetPosition).length2();
|
||||
// printf("distance2=%f\n",distance2);
|
||||
|
||||
if (m_touchingContact)
|
||||
{
|
||||
if (originalDir.dot(m_touchingNormal) > btScalar(0.0))
|
||||
updateTargetPositionBasedOnCollision (m_touchingNormal);
|
||||
}
|
||||
|
||||
int maxIter = 10;
|
||||
|
||||
while (fraction > btScalar(0.01) && maxIter-- > 0)
|
||||
{
|
||||
start.setOrigin (m_currentPosition);
|
||||
end.setOrigin (m_targetPosition);
|
||||
|
||||
ClosestNotMeConvexResultCallback callback (m_ghostObject);
|
||||
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
|
||||
//btScalar margin = m_convexShape->getMargin();
|
||||
//m_convexShape->setMargin(margin - 0.06f);
|
||||
|
||||
if (m_useGhostObjectSweepTest)
|
||||
{
|
||||
m_ghostObject->convexSweepTest (m_convexShape, start, end, collisionWorld->getDispatchInfo().m_allowedCcdPenetration,callback);
|
||||
} else
|
||||
{
|
||||
collisionWorld->convexSweepTest (m_convexShape, start, end, callback);
|
||||
}
|
||||
|
||||
//m_convexShape->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();
|
||||
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 ( btCollisionWorld* collisionWorld, btScalar dt)
|
||||
{
|
||||
btTransform start, end;
|
||||
|
||||
// phase 3: down
|
||||
btVector3 step_drop = btVector3(btScalar(0.0), m_currentStepOffset, btScalar(0.0));
|
||||
btVector3 gravity_drop = btVector3(btScalar(0.0), m_stepHeight, btScalar(0.0));
|
||||
m_targetPosition -= (step_drop + gravity_drop);
|
||||
|
||||
start.setIdentity ();
|
||||
end.setIdentity ();
|
||||
|
||||
start.setOrigin (m_currentPosition);
|
||||
end.setOrigin (m_targetPosition);
|
||||
|
||||
ClosestNotMeConvexResultCallback callback (m_ghostObject);
|
||||
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
|
||||
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
|
||||
|
||||
if (m_useGhostObjectSweepTest)
|
||||
{
|
||||
m_ghostObject->convexSweepTest (m_convexShape, start, end, collisionWorld->getDispatchInfo().m_allowedCcdPenetration,callback);
|
||||
} else
|
||||
{
|
||||
collisionWorld->convexSweepTest (m_convexShape, start, end, callback);
|
||||
}
|
||||
|
||||
if (callback.hasHit())
|
||||
{
|
||||
// we dropped a fraction of the height -> hit floor
|
||||
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
|
||||
} else {
|
||||
// we dropped the full height
|
||||
|
||||
m_currentPosition = m_targetPosition;
|
||||
}
|
||||
}
|
||||
|
||||
void KinematicCharacterController::reset ()
|
||||
{
|
||||
}
|
||||
|
||||
void KinematicCharacterController::warp (const btVector3& origin)
|
||||
{
|
||||
btTransform xform;
|
||||
xform.setIdentity();
|
||||
xform.setOrigin (origin);
|
||||
m_ghostObject->setWorldTransform (xform);
|
||||
}
|
||||
|
||||
|
||||
void KinematicCharacterController::preStep ( btCollisionWorld* collisionWorld)
|
||||
{
|
||||
|
||||
int numPenetrationLoops = 0;
|
||||
m_touchingContact = false;
|
||||
while (recoverFromPenetration (collisionWorld))
|
||||
{
|
||||
numPenetrationLoops++;
|
||||
m_touchingContact = true;
|
||||
if (numPenetrationLoops > 4)
|
||||
{
|
||||
// printf("character could not recover from penetration = %d\n", numPenetrationLoops);
|
||||
break;
|
||||
}
|
||||
}
|
||||
btTransform xform;
|
||||
xform = m_ghostObject->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 ();
|
||||
upDir.normalize ();
|
||||
strafeDir.normalize ();
|
||||
|
||||
m_upDirection = upDir;
|
||||
m_forwardDirection = forwardDir;
|
||||
m_strafeDirection = strafeDir;
|
||||
|
||||
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 ( btCollisionWorld* collisionWorld,
|
||||
btScalar dt,
|
||||
int forward,
|
||||
int backward,
|
||||
int left,
|
||||
int right,
|
||||
int jump)
|
||||
{
|
||||
btVector3 walkDirection = btVector3(0.0, 0.0, 0.0);
|
||||
btScalar walkSpeed = m_walkVelocity * dt;
|
||||
|
||||
if (left)
|
||||
walkDirection += m_strafeDirection;
|
||||
|
||||
if (right)
|
||||
walkDirection -= m_strafeDirection;
|
||||
|
||||
if (forward)
|
||||
walkDirection += m_forwardDirection;
|
||||
|
||||
if (backward)
|
||||
walkDirection -= m_forwardDirection;
|
||||
|
||||
btTransform xform;
|
||||
xform = m_ghostObject->getWorldTransform ();
|
||||
|
||||
// printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]);
|
||||
// printf("walkSpeed=%f\n",walkSpeed);
|
||||
|
||||
stepUp (collisionWorld);
|
||||
stepForwardAndStrafe (collisionWorld, walkDirection * walkSpeed);
|
||||
stepDown (collisionWorld, dt);
|
||||
|
||||
xform.setOrigin (m_currentPosition);
|
||||
m_ghostObject->setWorldTransform (xform);
|
||||
}
|
||||
|
||||
void KinematicCharacterController::setFallSpeed (btScalar fallSpeed)
|
||||
{
|
||||
m_fallSpeed = fallSpeed;
|
||||
}
|
||||
|
||||
void KinematicCharacterController::setJumpSpeed (btScalar jumpSpeed)
|
||||
{
|
||||
m_jumpSpeed = jumpSpeed;
|
||||
}
|
||||
|
||||
void KinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight)
|
||||
{
|
||||
m_maxJumpHeight = maxJumpHeight;
|
||||
}
|
||||
|
||||
bool KinematicCharacterController::canJump () const
|
||||
{
|
||||
return onGround();
|
||||
}
|
||||
|
||||
void KinematicCharacterController::jump ()
|
||||
{
|
||||
if (!canJump())
|
||||
return;
|
||||
|
||||
#if 0
|
||||
currently no jumping.
|
||||
btTransform xform;
|
||||
m_rigidBody->getMotionState()->getWorldTransform (xform);
|
||||
btVector3 up = xform.getBasis()[1];
|
||||
up.normalize ();
|
||||
btScalar magnitude = (btScalar(1.0)/m_rigidBody->getInvMass()) * btScalar(8.0);
|
||||
m_rigidBody->applyCentralImpulse (up * magnitude);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool KinematicCharacterController::onGround () const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -1,85 +0,0 @@
|
||||
#ifndef KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
#define KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
|
||||
#include "CharacterControllerInterface.h"
|
||||
|
||||
class btCollisionShape;
|
||||
class btRigidBody;
|
||||
class btCollisionWorld;
|
||||
class btCollisionDispatcher;
|
||||
class btPairCachingGhostObject;
|
||||
|
||||
///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:
|
||||
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
|
||||
|
||||
btScalar m_fallSpeed;
|
||||
btScalar m_jumpSpeed;
|
||||
btScalar m_maxJumpHeight;
|
||||
|
||||
btScalar m_turnAngle;
|
||||
btScalar m_walkVelocity;
|
||||
|
||||
btScalar m_stepHeight;
|
||||
|
||||
btVector3 m_upDirection;
|
||||
btVector3 m_forwardDirection;
|
||||
btVector3 m_strafeDirection;
|
||||
|
||||
btVector3 m_currentPosition;
|
||||
btScalar m_currentStepOffset;
|
||||
btVector3 m_targetPosition;
|
||||
|
||||
btManifoldArray m_manifoldArray;
|
||||
|
||||
bool m_touchingContact;
|
||||
btVector3 m_touchingNormal;
|
||||
|
||||
bool m_useGhostObjectSweepTest;
|
||||
|
||||
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);
|
||||
public:
|
||||
KinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight);
|
||||
~KinematicCharacterController ();
|
||||
|
||||
|
||||
btPairCachingGhostObject* getGhostObject();
|
||||
|
||||
void reset ();
|
||||
void warp (const btVector3& origin);
|
||||
|
||||
void preStep ( btCollisionWorld* collisionWorld);
|
||||
void playerStep (btCollisionWorld* collisionWorld, btScalar dt,
|
||||
int forward,
|
||||
int backward,
|
||||
int left,
|
||||
int right,
|
||||
int jump);
|
||||
|
||||
void setFallSpeed (btScalar fallSpeed);
|
||||
void setJumpSpeed (btScalar jumpSpeed);
|
||||
void setMaxJumpHeight (btScalar maxJumpHeight);
|
||||
bool canJump () const;
|
||||
void jump ();
|
||||
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
|
||||
{
|
||||
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
|
||||
}
|
||||
|
||||
bool onGround () const;
|
||||
};
|
||||
|
||||
#endif // KINEMATIC_CHARACTER_CONTROLLER_H
|
||||
@@ -1,68 +0,0 @@
|
||||
# ---------------------------------------------------------------
|
||||
# PLEASE DO NOT MODIFY THIS SECTION
|
||||
# This prolog section is automatically generated.
|
||||
#
|
||||
# (C) Copyright 2001,2006,
|
||||
# International Business Machines Corporation,
|
||||
#
|
||||
# All Rights Reserved.
|
||||
# ---------------------------------------------------------------
|
||||
# --------------------------------------------------------------
|
||||
# PROLOG END TAG zYx
|
||||
|
||||
########################################################################
|
||||
# Source Code
|
||||
########################################################################
|
||||
VPATH = ../
|
||||
########################################################################
|
||||
# Target
|
||||
########################################################################
|
||||
ROOT = ../../..
|
||||
HOSTINC = /usr/include
|
||||
PROGRAM_ppu := CollisionDemo
|
||||
|
||||
#######################################################################
|
||||
# Objs
|
||||
######################################################################
|
||||
OBJS = CollisionDemo.o
|
||||
|
||||
########################################################################
|
||||
# Libraries, Include paths, Defines
|
||||
########################################################################
|
||||
INCLUDE = \
|
||||
-I../ \
|
||||
-I$(ROOT)/src \
|
||||
-I$(ROOT)/Demos/OpenGL \
|
||||
-I$(HOSTINC)
|
||||
SYS_LIBS := -lglut -lGLU -lGL -lm -lXext -lXmu -lX11
|
||||
|
||||
IMPORTS = $(ROOT)/lib/ibmsdk/bulletopenglsupport.a \
|
||||
$(ROOT)/lib/ibmsdk/bulletdynamics.a \
|
||||
$(ROOT)/lib/ibmsdk/bulletconvexhull.a \
|
||||
$(ROOT)/lib/ibmsdk/bulletcollision.a \
|
||||
$(ROOT)/lib/ibmsdk/bulletmath.a
|
||||
|
||||
#######################################################################
|
||||
# Install files/dirs
|
||||
#######################################################################
|
||||
INSTALL_DIR = $(ROOT)/ibmsdk
|
||||
INSTALL_FILES = $(PROGRAM_ppu)
|
||||
########################################################################
|
||||
# make.footer
|
||||
########################################################################
|
||||
|
||||
IBM_CELLSDK_VERSION := $(shell if [ -d /opt/cell ]; then echo "3.0"; fi)
|
||||
|
||||
ifeq ("$(IBM_CELLSDK_VERSION)","3.0")
|
||||
CELL_TOP ?= /opt/cell/sdk
|
||||
include $(CELL_TOP)/buildutils/make.footer
|
||||
else
|
||||
CELL_TOP ?= /opt/ibm/cell-sdk/prototype
|
||||
include $(CELL_TOP)/make.footer
|
||||
endif
|
||||
|
||||
$(PPMS):
|
||||
cp textures/$@ .
|
||||
|
||||
cleanlocal:
|
||||
rm -f $(PPMS)
|
||||
Reference in New Issue
Block a user