From e12c89e8c9896b2e5cdd70dbd2d2acb449ff4b94 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Sat, 13 Jan 2018 14:01:53 +0100 Subject: bullet: Streamline bundling, remove extraneous src/ folder Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one. --- .../Character/btKinematicCharacterController.cpp | 1000 -------------------- 1 file changed, 1000 deletions(-) delete mode 100644 thirdparty/bullet/src/BulletDynamics/Character/btKinematicCharacterController.cpp (limited to 'thirdparty/bullet/src/BulletDynamics/Character/btKinematicCharacterController.cpp') diff --git a/thirdparty/bullet/src/BulletDynamics/Character/btKinematicCharacterController.cpp b/thirdparty/bullet/src/BulletDynamics/Character/btKinematicCharacterController.cpp deleted file mode 100644 index cb1aa71a14..0000000000 --- a/thirdparty/bullet/src/BulletDynamics/Character/btKinematicCharacterController.cpp +++ /dev/null @@ -1,1000 +0,0 @@ -/* -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 -#include "LinearMath/btIDebugDraw.h" -#include "BulletCollision/CollisionDispatch/btGhostObject.h" -#include "BulletCollision/CollisionShapes/btMultiSphereShape.h" -#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h" -#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" -#include "BulletCollision/CollisionDispatch/btCollisionWorld.h" -#include "LinearMath/btDefaultMotionState.h" -#include "btKinematicCharacterController.h" - - -// static helper method -static btVector3 -getNormalizedVector(const btVector3& v) -{ - btVector3 n(0, 0, 0); - - if (v.length() > SIMD_EPSILON) { - n = v.normalized(); - } - 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, const btVector3& up) -{ - m_ghostObject = ghostObject; - m_up.setValue(0.0f, 0.0f, 1.0f); - m_jumpAxis.setValue(0.0f, 0.0f, 1.0f); - m_addedMargin = 0.02; - m_walkDirection.setValue(0.0,0.0,0.0); - m_AngVel.setValue(0.0, 0.0, 0.0); - m_useGhostObjectSweepTest = true; - 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 * 3.0 ; // 3G acceleration. - m_fallSpeed = 55.0; // Terminal velocity of a sky diver in m/s. - m_jumpSpeed = 10.0; // ? - m_SetjumpSpeed = m_jumpSpeed; - m_wasOnGround = false; - m_wasJumping = false; - m_interpolateUp = true; - m_currentStepOffset = 0.0; - m_maxPenetrationDepth = 0.2; - full_drop = false; - bounce_fix = false; - m_linearDamping = btScalar(0.0); - m_angularDamping = btScalar(0.0); - - setUp(up); - setStepHeight(stepHeight); - setMaxSlope(btRadians(45.0)); -} - -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(collisionPair->m_pProxy0->m_clientObject); - btCollisionObject* obj1 = static_cast(collisionPair->m_pProxy1->m_clientObject); - - if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse())) - continue; - - if (!needsCollision(obj0, obj1)) - continue; - - if (collisionPair->m_algorithm) - collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray); - - - for (int j=0;jgetBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0); - for (int p=0;pgetNumContacts();p++) - { - const btManifoldPoint&pt = manifold->getContactPoint(p); - - btScalar dist = pt.getDistance(); - - if (dist < -m_maxPenetrationDepth) - { - // TODO: cause problems on slopes, not sure if it is needed - //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) -{ - btScalar stepHeight = 0.0f; - if (m_verticalVelocity < 0.0) - stepHeight = m_stepHeight; - - // phase 1: up - btTransform start, end; - - start.setIdentity (); - end.setIdentity (); - - /* FIXME: Handle penetration properly */ - start.setOrigin(m_currentPosition); - - m_targetPosition = m_currentPosition + m_up * (stepHeight) + m_jumpAxis * ((m_verticalOffset > 0.f ? m_verticalOffset : 0.f)); - m_currentPosition = m_targetPosition; - - end.setOrigin (m_targetPosition); - - start.setRotation(m_currentOrientation); - end.setRotation(m_targetOrientation); - - btKinematicClosestNotMeConvexResultCallback callback(m_ghostObject, -m_up, m_maxSlopeCosine); - 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, world->getDispatchInfo().m_allowedCcdPenetration); - } - - if (callback.hasHit() && m_ghostObject->hasContactResponse() && needsCollision(m_ghostObject, callback.m_hitCollisionObject)) - { - // Only modify the position if the hit was a slope and not a wall or ceiling. - if (callback.m_hitNormalWorld.dot(m_up) > 0.0) - { - // we moved up only a fraction of the step height - m_currentStepOffset = stepHeight * callback.m_closestHitFraction; - if (m_interpolateUp == true) - m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); - else - m_currentPosition = m_targetPosition; - } - - btTransform& xform = m_ghostObject->getWorldTransform(); - xform.setOrigin(m_currentPosition); - m_ghostObject->setWorldTransform(xform); - - // fix penetration if we hit a ceiling for example - int numPenetrationLoops = 0; - m_touchingContact = false; - while (recoverFromPenetration(world)) - { - numPenetrationLoops++; - m_touchingContact = true; - if (numPenetrationLoops > 4) - { - //printf("character could not recover from penetration = %d\n", numPenetrationLoops); - break; - } - } - m_targetPosition = m_ghostObject->getWorldTransform().getOrigin(); - m_currentPosition = m_targetPosition; - - if (m_verticalOffset > 0) - { - m_verticalOffset = 0.0; - m_verticalVelocity = 0.0; - m_currentStepOffset = m_stepHeight; - } - } else { - m_currentStepOffset = stepHeight; - m_currentPosition = m_targetPosition; - } -} - -bool btKinematicCharacterController::needsCollision(const btCollisionObject* body0, const btCollisionObject* body1) -{ - bool collides = (body0->getBroadphaseHandle()->m_collisionFilterGroup & body1->getBroadphaseHandle()->m_collisionFilterMask) != 0; - collides = collides && (body1->getBroadphaseHandle()->m_collisionFilterGroup & body0->getBroadphaseHandle()->m_collisionFilterMask); - return collides; -} - -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); - - int maxIter = 10; - - while (fraction > btScalar(0.01) && maxIter-- > 0) - { - start.setOrigin (m_currentPosition); - end.setOrigin (m_targetPosition); - btVector3 sweepDirNegative(m_currentPosition - m_targetPosition); - - start.setRotation(m_currentOrientation); - end.setRotation(m_targetOrientation); - - 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 (!(start == end)) - { - 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() && m_ghostObject->hasContactResponse() && needsCollision(m_ghostObject, callback.m_hitCollisionObject)) - { - // 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 - { - m_currentPosition = m_targetPosition; - } - } -} - -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 = m_up * (m_currentStepOffset + additionalDownStep); - btScalar downVelocity = (additionalDownStep == 0.0 && m_verticalVelocity<0.0?-m_verticalVelocity:0.0) * dt; - btVector3 gravity_drop = m_up * downVelocity; - m_targetPosition -= (step_drop + gravity_drop);*/ - - btVector3 orig_position = m_targetPosition; - - btScalar downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt; - - if (m_verticalVelocity > 0.0) - return; - - if(downVelocity > 0.0 && downVelocity > m_fallSpeed - && (m_wasOnGround || !m_wasJumping)) - downVelocity = m_fallSpeed; - - btVector3 step_drop = m_up * (m_currentStepOffset + downVelocity); - m_targetPosition -= step_drop; - - btKinematicClosestNotMeConvexResultCallback callback(m_ghostObject, m_up, m_maxSlopeCosine); - callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; - callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; - - btKinematicClosestNotMeConvexResultCallback callback2(m_ghostObject, m_up, 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); - - start.setRotation(m_currentOrientation); - end.setRotation(m_targetOrientation); - - //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() && m_ghostObject->hasContactResponse()) - { - //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() && m_ghostObject->hasContactResponse()) - { - //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; - if (bounce_fix == true) - has_hit = (callback.hasHit() || callback2.hasHit()) && m_ghostObject->hasContactResponse() && needsCollision(m_ghostObject, callback.m_hitCollisionObject); - else - has_hit = callback2.hasHit() && m_ghostObject->hasContactResponse() && needsCollision(m_ghostObject, callback2.m_hitCollisionObject); - - btScalar stepHeight = 0.0f; - if (m_verticalVelocity < 0.0) - stepHeight = m_stepHeight; - - if (downVelocity2 > 0.0 && downVelocity2 < 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 = stepHeight; - - step_drop = m_up * (m_currentStepOffset + downVelocity); - m_targetPosition -= step_drop; - runonce = true; - continue; //re-run previous tests - } - break; - } - - if ((m_ghostObject->hasContactResponse() && (callback.hasHit() && needsCollision(m_ghostObject, callback.m_hitCollisionObject))) || 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 = m_up * (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::setAngularVelocity(const btVector3& velocity) -{ - m_AngVel = velocity; -} - -const btVector3& btKinematicCharacterController::getAngularVelocity() const -{ - return m_AngVel; -} - -void btKinematicCharacterController::setLinearVelocity(const btVector3& velocity) -{ - m_walkDirection = velocity; - - // HACK: if we are moving in the direction of the up, treat it as a jump :( - if (m_walkDirection.length2() > 0) - { - btVector3 w = velocity.normalized(); - btScalar c = w.dot(m_up); - if (c != 0) - { - //there is a component in walkdirection for vertical velocity - btVector3 upComponent = m_up * (btSin(SIMD_HALF_PI - btAcos(c)) * m_walkDirection.length()); - m_walkDirection -= upComponent; - m_verticalVelocity = (c < 0.0f ? -1 : 1) * upComponent.length(); - - if (c > 0.0f) - { - m_wasJumping = true; - m_jumpPosition = m_ghostObject->getWorldTransform().getOrigin(); - } - } - } - else - m_verticalVelocity = 0.0f; -} - -btVector3 btKinematicCharacterController::getLinearVelocity() const -{ - return m_walkDirection + (m_verticalVelocity * m_up); -} - -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) -{ - m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); - m_targetPosition = m_currentPosition; - - m_currentOrientation = m_ghostObject->getWorldTransform().getRotation(); - m_targetOrientation = m_currentOrientation; -// printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]); -} - -void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt) -{ -// printf("playerStep(): "); -// printf(" dt = %f", dt); - - if (m_AngVel.length2() > 0.0f) - { - m_AngVel *= btPow(btScalar(1) - m_angularDamping, dt); - } - - // integrate for angular velocity - if (m_AngVel.length2() > 0.0f) - { - btTransform xform; - xform = m_ghostObject->getWorldTransform(); - - btQuaternion rot(m_AngVel.normalized(), m_AngVel.length() * dt); - - btQuaternion orn = rot * xform.getRotation(); - - xform.setRotation(orn); - m_ghostObject->setWorldTransform(xform); - - m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); - m_targetPosition = m_currentPosition; - m_currentOrientation = m_ghostObject->getWorldTransform().getRotation(); - m_targetOrientation = m_currentOrientation; - } - - // quick check... - if (!m_useWalkDirection && (m_velocityTimeInterval <= 0.0)) { -// printf("\n"); - return; // no motion - } - - m_wasOnGround = onGround(); - - //btVector3 lvel = m_walkDirection; - //btScalar c = 0.0f; - - if (m_walkDirection.length2() > 0) - { - // apply damping - m_walkDirection *= btPow(btScalar(1) - m_linearDamping, dt); - } - - m_verticalVelocity *= btPow(btScalar(1) - m_linearDamping, dt); - - // 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); - //todo: Experimenting with behavior of controller when it hits a ceiling.. - //bool hitUp = stepUp (collisionWorld); - //if (hitUp) - //{ - // 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; - - // xform = m_ghostObject->getWorldTransform(); - //} - - 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); - - //todo: Experimenting with max jump height - //if (m_wasJumping) - //{ - // btScalar ds = m_currentPosition[m_upAxis] - m_jumpPosition[m_upAxis]; - // if (ds > m_maxJumpHeight) - // { - // // substract the overshoot - // m_currentPosition[m_upAxis] -= ds - m_maxJumpHeight; - - // // max height was reached, so potential energy is at max - // // and kinematic energy is 0, thus velocity is 0. - // if (m_verticalVelocity > 0.0) - // m_verticalVelocity = 0.0; - // } - //} - // printf("\n"); - - xform.setOrigin (m_currentPosition); - m_ghostObject->setWorldTransform (xform); - - 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; - } - } -} - -void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed) -{ - m_fallSpeed = fallSpeed; -} - -void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed) -{ - m_jumpSpeed = jumpSpeed; - m_SetjumpSpeed = m_jumpSpeed; -} - -void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight) -{ - m_maxJumpHeight = maxJumpHeight; -} - -bool btKinematicCharacterController::canJump () const -{ - return onGround(); -} - -void btKinematicCharacterController::jump(const btVector3& v) -{ - m_jumpSpeed = v.length2() == 0 ? m_SetjumpSpeed : v.length(); - m_verticalVelocity = m_jumpSpeed; - m_wasJumping = true; - - m_jumpAxis = v.length2() == 0 ? m_up : v.normalized(); - - m_jumpPosition = m_ghostObject->getWorldTransform().getOrigin(); - -#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(const btVector3& gravity) -{ - if (gravity.length2() > 0) setUpVector(-gravity); - - m_gravity = gravity.length(); -} - -btVector3 btKinematicCharacterController::getGravity() const -{ - return -m_gravity * m_up; -} - -void btKinematicCharacterController::setMaxSlope(btScalar slopeRadians) -{ - m_maxSlopeRadians = slopeRadians; - m_maxSlopeCosine = btCos(slopeRadians); -} - -btScalar btKinematicCharacterController::getMaxSlope() const -{ - return m_maxSlopeRadians; -} - -void btKinematicCharacterController::setMaxPenetrationDepth(btScalar d) -{ - m_maxPenetrationDepth = d; -} - -btScalar btKinematicCharacterController::getMaxPenetrationDepth() const -{ - return m_maxPenetrationDepth; -} - -bool btKinematicCharacterController::onGround () const -{ - return (fabs(m_verticalVelocity) < SIMD_EPSILON) && (fabs(m_verticalOffset) < SIMD_EPSILON); -} - -void btKinematicCharacterController::setStepHeight(btScalar h) -{ - m_stepHeight = h; -} - -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; -} - -void btKinematicCharacterController::setUp(const btVector3& up) -{ - if (up.length2() > 0 && m_gravity > 0.0f) - { - setGravity(-m_gravity * up.normalized()); - return; - } - - setUpVector(up); -} - -void btKinematicCharacterController::setUpVector(const btVector3& up) -{ - if (m_up == up) - return; - - btVector3 u = m_up; - - if (up.length2() > 0) - m_up = up.normalized(); - else - m_up = btVector3(0.0, 0.0, 0.0); - - if (!m_ghostObject) return; - btQuaternion rot = getRotation(m_up, u); - - //set orientation with new up - btTransform xform; - xform = m_ghostObject->getWorldTransform(); - btQuaternion orn = rot.inverse() * xform.getRotation(); - xform.setRotation(orn); - m_ghostObject->setWorldTransform(xform); -} - -btQuaternion btKinematicCharacterController::getRotation(btVector3& v0, btVector3& v1) const -{ - if (v0.length2() == 0.0f || v1.length2() == 0.0f) - { - btQuaternion q; - return q; - } - - return shortestArcQuatNormalize2(v0, v1); -} - -- cgit v1.2.3