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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include <stdio.h>
- #include "bullet/LinearMath/btIDebugDraw.h"
- #include "bullet/BulletCollision//CollisionDispatch/btGhostObject.h"
- #include "bullet/BulletCollision//CollisionShapes/btMultiSphereShape.h"
- #include "bullet/BulletCollision//BroadphaseCollision/btOverlappingPairCache.h"
- #include "bullet/BulletCollision//BroadphaseCollision/btCollisionAlgorithm.h"
- #include "bullet/BulletCollision//CollisionDispatch/btCollisionWorld.h"
- #include "bullet/LinearMath/btDefaultMotionState.h"
- #include "btKinematicCharacterController.h"
- // static helper method
- static btVector3
- getNormalizedVector(const btVector3& v)
- {
- btVector3 n = v.normalized();
- if (n.length() < SIMD_EPSILON) {
- n.setValue(0, 0, 0);
- }
- return n;
- }
- ///@todo Interact with dynamic objects,
- ///Ride kinematicly animated platforms properly
- ///More realistic (or maybe just a config option) falling
- /// -> Should integrate falling velocity manually and use that in stepDown()
- ///Support jumping
- ///Support ducking
- class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
- {
- public:
- btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
- {
- m_me = me;
- }
- virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
- {
- if (rayResult.m_collisionObject == m_me)
- return 1.0;
- return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
- }
- protected:
- btCollisionObject* m_me;
- };
- class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
- {
- public:
- btKinematicClosestNotMeConvexResultCallback (btCollisionObject* me, const btVector3& up, btScalar minSlopeDot)
- : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
- , m_me(me)
- , m_up(up)
- , m_minSlopeDot(minSlopeDot)
- {
- }
- virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
- {
- if (convexResult.m_hitCollisionObject == m_me)
- return btScalar(1.0);
- if (!convexResult.m_hitCollisionObject->hasContactResponse())
- return btScalar(1.0);
- btVector3 hitNormalWorld;
- if (normalInWorldSpace)
- {
- hitNormalWorld = convexResult.m_hitNormalLocal;
- } else
- {
- ///need to transform normal into worldspace
- hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
- }
- btScalar dotUp = m_up.dot(hitNormalWorld);
- if (dotUp < m_minSlopeDot) {
- return btScalar(1.0);
- }
- return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
- }
- protected:
- btCollisionObject* m_me;
- const btVector3 m_up;
- btScalar m_minSlopeDot;
- };
- /*
- * Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal'
- *
- * from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html
- */
- btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal)
- {
- return direction - (btScalar(2.0) * direction.dot(normal)) * normal;
- }
- /*
- * Returns the portion of 'direction' that is parallel to 'normal'
- */
- btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal)
- {
- btScalar magnitude = direction.dot(normal);
- return normal * magnitude;
- }
- /*
- * Returns the portion of 'direction' that is perpindicular to 'normal'
- */
- btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal)
- {
- return direction - parallelComponent(direction, normal);
- }
- btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis)
- {
- m_upAxis = upAxis;
- m_addedMargin = 0.02;
- m_walkDirection.setValue(0,0,0);
- m_useGhostObjectSweepTest = true;
- m_ghostObject = ghostObject;
- m_stepHeight = stepHeight;
- m_turnAngle = btScalar(0.0);
- m_convexShape=convexShape;
- m_useWalkDirection = true; // use walk direction by default, legacy behavior
- m_velocityTimeInterval = 0.0;
- m_verticalVelocity = 0.0;
- m_verticalOffset = 0.0;
- m_gravity = 9.8 * 3 ; // 3G acceleration.
- m_fallSpeed = 55.0; // Terminal velocity of a sky diver in m/s.
- m_jumpSpeed = 10.0; // ?
- m_wasOnGround = false;
- m_wasJumping = false;
- m_interpolateUp = true;
- setMaxSlope(btRadians(45.0));
- m_currentStepOffset = 0;
- full_drop = false;
- bounce_fix = false;
- }
- btKinematicCharacterController::~btKinematicCharacterController ()
- {
- }
- btPairCachingGhostObject* btKinematicCharacterController::getGhostObject()
- {
- return m_ghostObject;
- }
- bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* collisionWorld)
- {
- // Here we must refresh the overlapping paircache as the penetrating movement itself or the
- // previous recovery iteration might have used setWorldTransform and pushed us into an object
- // that is not in the previous cache contents from the last timestep, as will happen if we
- // are pushed into a new AABB overlap. Unhandled this means the next convex sweep gets stuck.
- //
- // Do this by calling the broadphase's setAabb with the moved AABB, this will update the broadphase
- // paircache and the ghostobject's internal paircache at the same time. /BW
- btVector3 minAabb, maxAabb;
- m_convexShape->getAabb(m_ghostObject->getWorldTransform(), minAabb,maxAabb);
- collisionWorld->getBroadphase()->setAabb(m_ghostObject->getBroadphaseHandle(),
- minAabb,
- maxAabb,
- collisionWorld->getDispatcher());
-
- bool penetration = false;
- collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher());
- m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
-
- btScalar maxPen = btScalar(0.0);
- for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++)
- {
- m_manifoldArray.resize(0);
- btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
- btCollisionObject* obj0 = static_cast<btCollisionObject*>(collisionPair->m_pProxy0->m_clientObject);
- btCollisionObject* obj1 = static_cast<btCollisionObject*>(collisionPair->m_pProxy1->m_clientObject);
- if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse()))
- continue;
-
- if (collisionPair->m_algorithm)
- collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray);
-
- for (int j=0;j<m_manifoldArray.size();j++)
- {
- btPersistentManifold* manifold = m_manifoldArray[j];
- btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0);
- for (int p=0;p<manifold->getNumContacts();p++)
- {
- const btManifoldPoint&pt = manifold->getContactPoint(p);
- btScalar dist = pt.getDistance();
- if (dist < 0.0)
- {
- if (dist < maxPen)
- {
- maxPen = dist;
- m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
- }
- m_currentPosition += pt.m_normalWorldOnB * directionSign * dist * btScalar(0.2);
- penetration = true;
- } else {
- //printf("touching %f\n", dist);
- }
- }
-
- //manifold->clearManifold();
- }
- }
- btTransform newTrans = m_ghostObject->getWorldTransform();
- newTrans.setOrigin(m_currentPosition);
- m_ghostObject->setWorldTransform(newTrans);
- // printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]);
- return penetration;
- }
- void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
- {
- // phase 1: up
- btTransform start, end;
- m_targetPosition = m_currentPosition + getUpAxisDirections()[m_upAxis] * (m_stepHeight + (m_verticalOffset > 0.f?m_verticalOffset:0.f));
- start.setIdentity ();
- end.setIdentity ();
- /* FIXME: Handle penetration properly */
- start.setOrigin (m_currentPosition + getUpAxisDirections()[m_upAxis] * (m_convexShape->getMargin() + m_addedMargin));
- end.setOrigin (m_targetPosition);
- btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, -getUpAxisDirections()[m_upAxis], btScalar(0.7071));
- callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
- callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
-
- if (m_useGhostObjectSweepTest)
- {
- m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration);
- }
- else
- {
- world->convexSweepTest (m_convexShape, start, end, callback);
- }
-
- if (callback.hasHit())
- {
- // Only modify the position if the hit was a slope and not a wall or ceiling.
- if(callback.m_hitNormalWorld.dot(getUpAxisDirections()[m_upAxis]) > 0.0)
- {
- // we moved up only a fraction of the step height
- m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
- if (m_interpolateUp == true)
- m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
- else
- m_currentPosition = m_targetPosition;
- }
- m_verticalVelocity = 0.0;
- m_verticalOffset = 0.0;
- } else {
- m_currentStepOffset = m_stepHeight;
- m_currentPosition = m_targetPosition;
- }
- }
- void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag)
- {
- btVector3 movementDirection = m_targetPosition - m_currentPosition;
- btScalar movementLength = movementDirection.length();
- if (movementLength>SIMD_EPSILON)
- {
- 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 (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
- {
- // printf("movementLength don't normalize a zero vector\n");
- }
- }
- void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove)
- {
- // printf("m_normalizedDirection=%f,%f,%f\n",
- // m_normalizedDirection[0],m_normalizedDirection[1],m_normalizedDirection[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 (m_normalizedDirection.dot(m_touchingNormal) > btScalar(0.0))
- {
- //interferes with step movement
- //updateTargetPositionBasedOnCollision (m_touchingNormal);
- }
- }
- int maxIter = 10;
- while (fraction > btScalar(0.01) && maxIter-- > 0)
- {
- start.setOrigin (m_currentPosition);
- end.setOrigin (m_targetPosition);
- btVector3 sweepDirNegative(m_currentPosition - m_targetPosition);
- btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, sweepDirNegative, btScalar(0.0));
- callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
- callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
- btScalar margin = m_convexShape->getMargin();
- m_convexShape->setMargin(margin + m_addedMargin);
- if (m_useGhostObjectSweepTest)
- {
- m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
- } else
- {
- collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
- }
-
- m_convexShape->setMargin(margin);
-
- fraction -= callback.m_closestHitFraction;
- if (callback.hasHit())
- {
- // we moved only a fraction
- btScalar hitDistance;
- hitDistance = (callback.m_hitPointWorld - m_currentPosition).length();
- // 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(m_normalizedDirection) <= 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 btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt)
- {
- btTransform start, end, end_double;
- bool runonce = false;
- // phase 3: down
- /*btScalar additionalDownStep = (m_wasOnGround && !onGround()) ? m_stepHeight : 0.0;
- btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + additionalDownStep);
- btScalar downVelocity = (additionalDownStep == 0.0 && m_verticalVelocity<0.0?-m_verticalVelocity:0.0) * dt;
- btVector3 gravity_drop = getUpAxisDirections()[m_upAxis] * downVelocity;
- m_targetPosition -= (step_drop + gravity_drop);*/
- btVector3 orig_position = m_targetPosition;
-
- btScalar downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
- if(downVelocity > 0.0 && downVelocity > m_fallSpeed
- && (m_wasOnGround || !m_wasJumping))
- downVelocity = m_fallSpeed;
- btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
- m_targetPosition -= step_drop;
- btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, getUpAxisDirections()[m_upAxis], m_maxSlopeCosine);
- callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
- callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
- btKinematicClosestNotMeConvexResultCallback callback2 (m_ghostObject, getUpAxisDirections()[m_upAxis], m_maxSlopeCosine);
- callback2.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
- callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
- while (1)
- {
- start.setIdentity ();
- end.setIdentity ();
- end_double.setIdentity ();
- start.setOrigin (m_currentPosition);
- end.setOrigin (m_targetPosition);
- //set double test for 2x the step drop, to check for a large drop vs small drop
- end_double.setOrigin (m_targetPosition - step_drop);
- if (m_useGhostObjectSweepTest)
- {
- m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
- if (!callback.hasHit())
- {
- //test a double fall height, to see if the character should interpolate it's fall (full) or not (partial)
- m_ghostObject->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
- }
- } else
- {
- collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
- if (!callback.hasHit())
- {
- //test a double fall height, to see if the character should interpolate it's fall (large) or not (small)
- collisionWorld->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
- }
- }
-
- btScalar downVelocity2 = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
- bool has_hit = false;
- if (bounce_fix == true)
- has_hit = callback.hasHit() || callback2.hasHit();
- else
- has_hit = callback2.hasHit();
- if(downVelocity2 > 0.0 && downVelocity2 < m_stepHeight && has_hit == true && runonce == false
- && (m_wasOnGround || !m_wasJumping))
- {
- //redo the velocity calculation when falling a small amount, for fast stairs motion
- //for larger falls, use the smoother/slower interpolated movement by not touching the target position
- m_targetPosition = orig_position;
- downVelocity = m_stepHeight;
- btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
- m_targetPosition -= step_drop;
- runonce = true;
- continue; //re-run previous tests
- }
- break;
- }
- if (callback.hasHit() || runonce == true)
- {
- // we dropped a fraction of the height -> hit floor
- btScalar fraction = (m_currentPosition.getY() - callback.m_hitPointWorld.getY()) / 2;
- //printf("hitpoint: %g - pos %g\n", callback.m_hitPointWorld.getY(), m_currentPosition.getY());
- if (bounce_fix == true)
- {
- if (full_drop == true)
- m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
- else
- //due to errors in the closestHitFraction variable when used with large polygons, calculate the hit fraction manually
- m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, fraction);
- }
- else
- m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
- full_drop = false;
- m_verticalVelocity = 0.0;
- m_verticalOffset = 0.0;
- m_wasJumping = false;
- } else {
- // we dropped the full height
-
- full_drop = true;
- if (bounce_fix == true)
- {
- downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
- if (downVelocity > m_fallSpeed && (m_wasOnGround || !m_wasJumping))
- {
- m_targetPosition += step_drop; //undo previous target change
- downVelocity = m_fallSpeed;
- step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
- m_targetPosition -= step_drop;
- }
- }
- //printf("full drop - %g, %g\n", m_currentPosition.getY(), m_targetPosition.getY());
- m_currentPosition = m_targetPosition;
- }
- }
- void btKinematicCharacterController::setWalkDirection
- (
- const btVector3& walkDirection
- )
- {
- m_useWalkDirection = true;
- m_walkDirection = walkDirection;
- m_normalizedDirection = getNormalizedVector(m_walkDirection);
- }
- void btKinematicCharacterController::setVelocityForTimeInterval
- (
- const btVector3& velocity,
- btScalar timeInterval
- )
- {
- // printf("setVelocity!\n");
- // printf(" interval: %f\n", timeInterval);
- // printf(" velocity: (%f, %f, %f)\n",
- // velocity.x(), velocity.y(), velocity.z());
- m_useWalkDirection = false;
- m_walkDirection = velocity;
- m_normalizedDirection = getNormalizedVector(m_walkDirection);
- m_velocityTimeInterval += timeInterval;
- }
- void btKinematicCharacterController::reset ( btCollisionWorld* collisionWorld )
- {
- m_verticalVelocity = 0.0;
- m_verticalOffset = 0.0;
- m_wasOnGround = false;
- m_wasJumping = false;
- m_walkDirection.setValue(0,0,0);
- m_velocityTimeInterval = 0.0;
- //clear pair cache
- btHashedOverlappingPairCache *cache = m_ghostObject->getOverlappingPairCache();
- while (cache->getOverlappingPairArray().size() > 0)
- {
- cache->removeOverlappingPair(cache->getOverlappingPairArray()[0].m_pProxy0, cache->getOverlappingPairArray()[0].m_pProxy1, collisionWorld->getDispatcher());
- }
- }
- void btKinematicCharacterController::warp (const btVector3& origin)
- {
- btTransform xform;
- xform.setIdentity();
- xform.setOrigin (origin);
- m_ghostObject->setWorldTransform (xform);
- }
- void btKinematicCharacterController::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;
- }
- }
- m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
- m_targetPosition = m_currentPosition;
- // printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]);
-
- }
- #include <stdio.h>
- void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt)
- {
- // printf("playerStep(): ");
- // printf(" dt = %f", dt);
- // quick check...
- if (!m_useWalkDirection && m_velocityTimeInterval <= 0.0) {
- // printf("\n");
- return; // no motion
- }
- m_wasOnGround = onGround();
- // Update fall velocity.
- m_verticalVelocity -= m_gravity * dt;
- if(m_verticalVelocity > 0.0 && m_verticalVelocity > m_jumpSpeed)
- {
- m_verticalVelocity = m_jumpSpeed;
- }
- if(m_verticalVelocity < 0.0 && btFabs(m_verticalVelocity) > btFabs(m_fallSpeed))
- {
- m_verticalVelocity = -btFabs(m_fallSpeed);
- }
- m_verticalOffset = m_verticalVelocity * dt;
- 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);
- if (m_useWalkDirection) {
- stepForwardAndStrafe (collisionWorld, m_walkDirection);
- } else {
- //printf(" time: %f", m_velocityTimeInterval);
- // still have some time left for moving!
- btScalar dtMoving =
- (dt < m_velocityTimeInterval) ? dt : m_velocityTimeInterval;
- m_velocityTimeInterval -= dt;
- // how far will we move while we are moving?
- btVector3 move = m_walkDirection * dtMoving;
- //printf(" dtMoving: %f", dtMoving);
- // okay, step
- stepForwardAndStrafe(collisionWorld, move);
- }
- stepDown (collisionWorld, dt);
- // printf("\n");
- xform.setOrigin (m_currentPosition);
- m_ghostObject->setWorldTransform (xform);
- }
- void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed)
- {
- m_fallSpeed = fallSpeed;
- }
- void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed)
- {
- m_jumpSpeed = jumpSpeed;
- }
- void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight)
- {
- m_maxJumpHeight = maxJumpHeight;
- }
- bool btKinematicCharacterController::canJump () const
- {
- return onGround();
- }
- void btKinematicCharacterController::jump ()
- {
- if (!canJump())
- return;
- m_verticalVelocity = m_jumpSpeed;
- m_wasJumping = true;
- #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
- }
- void btKinematicCharacterController::setGravity(btScalar gravity)
- {
- m_gravity = gravity;
- }
- btScalar btKinematicCharacterController::getGravity() const
- {
- return m_gravity;
- }
- void btKinematicCharacterController::setMaxSlope(btScalar slopeRadians)
- {
- m_maxSlopeRadians = slopeRadians;
- m_maxSlopeCosine = btCos(slopeRadians);
- }
- btScalar btKinematicCharacterController::getMaxSlope() const
- {
- return m_maxSlopeRadians;
- }
- bool btKinematicCharacterController::onGround () const
- {
- return m_verticalVelocity == 0.0 && m_verticalOffset == 0.0;
- }
- btVector3* btKinematicCharacterController::getUpAxisDirections()
- {
- static btVector3 sUpAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) };
-
- return sUpAxisDirection;
- }
- void btKinematicCharacterController::debugDraw(btIDebugDraw* debugDrawer)
- {
- }
- void btKinematicCharacterController::setUpInterpolate(bool value)
- {
- m_interpolateUp = value;
- }
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