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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/physics/bullet/btPlayer.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "T3D/physics/bullet/btWorld.h"
- #include "T3D/physics/bullet/btCasts.h"
- #include "collision/collision.h"
- BtPlayer::BtPlayer()
- : PhysicsPlayer(),
- mWorld( NULL ),
- mObject( NULL ),
- mGhostObject( NULL ),
- mColShape( NULL ),
- mOriginOffset( 0.0f )
- {
- }
- BtPlayer::~BtPlayer()
- {
- _releaseController();
- }
- void BtPlayer::_releaseController()
- {
- if ( !mGhostObject )
- return;
- mWorld->getDynamicsWorld()->removeCollisionObject( mGhostObject );
- SAFE_DELETE( mGhostObject );
- SAFE_DELETE( mColShape );
- }
- void BtPlayer::init( const char *type,
- const Point3F &size,
- F32 runSurfaceCos,
- F32 stepHeight,
- SceneObject *obj,
- PhysicsWorld *world )
- {
- AssertFatal( obj, "BtPlayer::init - Got a null scene object!" );
- AssertFatal( world, "BtPlayer::init - Got a null world!" );
- AssertFatal( dynamic_cast<BtWorld*>( world ), "BtPlayer::init - The world is the wrong type!" );
- // Cleanup any previous controller.
- _releaseController();
- mObject = obj;
- mWorld = (BtWorld*)world;
- mStepHeight = stepHeight;
- //if ( dStricmp( type, "Capsule" ) == 0 )
- {
- F32 radius = getMax( size.x, size.y ) * 0.5f;
- F32 height = size.z - ( radius * 2.0f );
- mColShape = new btCapsuleShapeZ( radius, height );
- mColShape->setMargin( 0.05f );
- mOriginOffset = ( height * 0.5 ) + radius;
- }
- //else
- {
- //mColShape = new btBoxShape( btVector3( 0.5f, 0.5f, 1.0f ) );
- //mOriginOffset = 1.0f;
- }
- mGhostObject = new btPairCachingGhostObject();
- mGhostObject->setCollisionShape( mColShape );
- mGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
- mWorld->getDynamicsWorld()->addCollisionObject( mGhostObject,
- btBroadphaseProxy::CharacterFilter,
- btBroadphaseProxy::StaticFilter | btBroadphaseProxy::DefaultFilter );
-
- mUserData.setObject( obj );
- mGhostObject->setUserPointer( &mUserData );
- }
- Point3F BtPlayer::move( const VectorF &disp, CollisionList &outCol )
- {
- AssertFatal( mGhostObject, "BtPlayer::move - The controller is null!" );
- // First recover from any penetrations from the previous tick.
- U32 numPenetrationLoops = 0;
- bool touchingContact = false;
- while ( _recoverFromPenetration() )
- {
- numPenetrationLoops++;
- touchingContact = true;
- if ( numPenetrationLoops > 4 )
- break;
- }
- btTransform newTrans = mGhostObject->getWorldTransform();
- btVector3 newPos = newTrans.getOrigin();
- // The move consists of 3 steps... the up step, the forward
- // step, and the down step.
- btVector3 forwardSweep( disp.x, disp.y, 0.0f );
- const bool hasForwardSweep = forwardSweep.length2() > 0.0f;
- F32 upSweep = 0.0f;
- F32 downSweep = 0.0f;
- if ( disp[2] < 0.0f )
- downSweep = disp[2];
- else
- upSweep = disp[2];
- // Only do auto stepping if the character is moving forward.
- F32 stepOffset = mStepHeight;
- if ( hasForwardSweep )
- upSweep += stepOffset;
- // First we do the up step which includes the passed in
- // upward displacement as well as the auto stepping.
- if ( upSweep > 0.0f &&
- _sweep( &newPos, btVector3( 0.0f, 0.0f, upSweep ), NULL ) )
- {
- // Keep track of how far we actually swept to make sure
- // we do not remove too much in the down sweep.
- F32 delta = newPos[2] - newTrans.getOrigin()[2];
- if ( delta < stepOffset )
- stepOffset = delta;
- }
- // Now do the forward step.
- _stepForward( &newPos, forwardSweep, &outCol );
- // Now remove what remains of our auto step
- // from the down sweep.
- if ( hasForwardSweep )
- downSweep -= stepOffset;
- // Do the downward sweep.
- if ( downSweep < 0.0f )
- _sweep( &newPos, btVector3( 0.0f, 0.0f, downSweep ), &outCol );
- // Finally update the ghost with its new position.
- newTrans.setOrigin( newPos );
- mGhostObject->setWorldTransform( newTrans );
- // Return the current position of the ghost.
- newPos[2] -= mOriginOffset;
- return btCast<Point3F>( newPos );
- }
- bool BtPlayer::_recoverFromPenetration()
- {
- bool penetration = false;
- btDynamicsWorld *collWorld = mWorld->getDynamicsWorld();
- collWorld->getDispatcher()->dispatchAllCollisionPairs( mGhostObject->getOverlappingPairCache(),
- collWorld->getDispatchInfo(),
- collWorld->getDispatcher() );
- btVector3 currPos = mGhostObject->getWorldTransform().getOrigin();
- btScalar maxPen = 0.0f;
- btManifoldArray manifoldArray;
- for ( U32 i = 0; i < mGhostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++ )
- {
- btBroadphasePair *collisionPair = &mGhostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
- if ( ((btCollisionObject*)collisionPair->m_pProxy0->m_clientObject)->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE ||
- ((btCollisionObject*)collisionPair->m_pProxy1->m_clientObject)->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE )
- continue;
- manifoldArray.resize(0);
- if (collisionPair->m_algorithm)
- collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
- for ( U32 j=0; j < manifoldArray.size(); j++ )
- {
- btPersistentManifold* manifold = manifoldArray[j];
- btScalar directionSign = manifold->getBody0() == mGhostObject ? -1.0f : 1.0f;
- for ( U32 p=0; p < manifold->getNumContacts(); p++ )
- {
- const btManifoldPoint&pt = manifold->getContactPoint(p);
- if ( pt.getDistance() < -mColShape->getMargin() )
- {
- if ( pt.getDistance() < maxPen )
- {
- maxPen = pt.getDistance();
- //m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
- }
- currPos += pt.m_normalWorldOnB * directionSign * pt.getDistance(); // * 0.25f;
- penetration = true;
- }
- else
- {
- //printf("touching %f\n", pt.getDistance());
- }
- }
- //manifold->clearManifold();
- }
- }
- // Update the ghost transform.
- btTransform newTrans = mGhostObject->getWorldTransform();
- newTrans.setOrigin( currPos );
- mGhostObject->setWorldTransform( newTrans );
- return penetration;
- }
- class BtPlayerSweepCallback : public btCollisionWorld::ClosestConvexResultCallback
- {
- typedef btCollisionWorld::ClosestConvexResultCallback Parent;
- public:
- BtPlayerSweepCallback( btCollisionObject *me, const btVector3 &moveVec )
- : Parent( btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0) ),
- mMe( me ),
- mMoveVec( moveVec )
- {
- }
- virtual bool needsCollision(btBroadphaseProxy* proxy0) const
- {
- if ( proxy0->m_clientObject == mMe )
- return false;
- return Parent::needsCollision( proxy0 );
- }
- virtual btScalar addSingleResult( btCollisionWorld::LocalConvexResult &convexResult,
- bool normalInWorldSpace )
- {
- // NOTE: I shouldn't have to do any of this, but Bullet
- // has some weird bugs.
- //
- // For one the plane type will return hits on a Z up surface
- // for sweeps that have no Z sweep component.
- //
- // Second the normal returned here is sometimes backwards
- // to the sweep direction... no clue why.
- //
- F32 dotN = mMoveVec.dot( convexResult.m_hitNormalLocal );
- if ( mFabs( dotN ) < 0.1f )
- return 1.0f;
- if ( convexResult.m_hitCollisionObject->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE )
- return 1.0f;
- return Parent::addSingleResult( convexResult, normalInWorldSpace );
- }
- protected:
- btVector3 mMoveVec;
- btCollisionObject *mMe;
- };
- bool BtPlayer::_sweep( btVector3 *inOutCurrPos, const btVector3 &disp, CollisionList *outCol )
- {
- btTransform start( btTransform::getIdentity() );
- start.setOrigin ( *inOutCurrPos );
- btTransform end( btTransform::getIdentity() );
- end.setOrigin ( *inOutCurrPos + disp );
- BtPlayerSweepCallback callback( mGhostObject, disp.normalized() );
- callback.m_collisionFilterGroup = mGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
- callback.m_collisionFilterMask = mGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
- if (disp.length()>0.0001)
- mGhostObject->convexSweepTest( mColShape, start, end, callback, 0.0f );
- inOutCurrPos->setInterpolate3( start.getOrigin(), end.getOrigin(), callback.m_closestHitFraction );
- if ( callback.hasHit() )
- {
- if ( outCol )
- {
- Collision& col = outCol->increment();
- dMemset( &col, 0, sizeof( col ) );
- col.normal = btCast<Point3F>( callback.m_hitNormalWorld );
- col.object = PhysicsUserData::getObject( callback.m_hitCollisionObject->getUserPointer() );
- if (disp.z() < 0.0f)
- {
- // We're sweeping down as part of the stepping routine. In this
- // case we want to have the collision normal only point in the opposite direction.
- // i.e. up If we include the sideways part of the normal then the Player class
- // velocity calculations using this normal will affect the player's forwards
- // momentum. This is especially noticable on stairs as the rounded bottom of
- // the capsule slides up the corner of a stair.
- col.normal.set(0.0f, 0.0f, 1.0f);
- }
- }
- return true;
- }
- return false;
- }
- void BtPlayer::_stepForward( btVector3 *inOutCurrPos, const btVector3 &displacement, CollisionList *outCol )
- {
- btTransform start( btTransform::getIdentity() );
- btTransform end( btTransform::getIdentity() );
- F32 fraction = 1.0f;
- S32 maxIter = 10;
- btVector3 disp = displacement;
- while ( fraction > 0.01f && maxIter-- > 0 )
- {
- // Setup the sweep start and end transforms.
- start.setOrigin( *inOutCurrPos );
- end.setOrigin( *inOutCurrPos + disp );
- BtPlayerSweepCallback callback( mGhostObject, disp.length2() > 0.0f ? disp.normalized() : disp );
- callback.m_collisionFilterGroup = mGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
- callback.m_collisionFilterMask = mGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
- mGhostObject->convexSweepTest( mColShape, start, end, callback, 0.0f );
- // Subtract from the travel fraction.
- fraction -= callback.m_closestHitFraction;
- // Did we get a hit?
- if ( callback.hasHit() )
- {
- /*
- // Get the real hit normal... Bullet returns the 'seperating normal' and not
- // the normal of the hit object.
- btTransform rayStart( btTransform::getIdentity() );
- rayStart.setOrigin( callback.m_hitPointWorld + callback.m_hitNormalWorld );
- btTransform rayEnd( btTransform::getIdentity() );
- rayEnd.setOrigin( callback.m_hitPointWorld - callback.m_hitNormalWorld );
- btCollisionWorld::ClosestRayResultCallback rayHit( rayStart.getOrigin(), rayEnd.getOrigin() );
- mWorld->getDynamicsWorld()->rayTestSingle( rayStart,
- rayEnd,
- callback.m_hitCollisionObject,
- callback.m_hitCollisionObject->getCollisionShape(),
- callback.m_hitCollisionObject->getWorldTransform(),
- rayHit );
- if ( !rayHit.hasHit() )
- break;
- */
- Collision& col = outCol->increment();
- dMemset( &col, 0, sizeof( col ) );
- col.normal = btCast<Point3F>( callback.m_hitNormalWorld );
- col.object = PhysicsUserData::getObject( callback.m_hitCollisionObject->getUserPointer() );
- // If the collision direction is sideways then modify the collision normal
- // to remove any z component. This takes care of any sideways collisions
- // with the round bottom of the capsule when it comes to the Player class
- // velocity calculations. We want all sideways collisions to be treated
- // as if they hit the side of a cylinder.
- if (col.normal.z > 0.0f)
- {
- // This will only remove the z component of the collision normal
- // for the bottom of the character controller, which would hit during
- // a step. We'll leave the top hemisphere of the character's capsule
- // alone as bumping one's head is an entirely different story. This
- // helps with low doorways.
- col.normal.z = 0.0f;
- col.normal.normalizeSafe();
- }
- // Interpolate to the new position.
- inOutCurrPos->setInterpolate3( start.getOrigin(), end.getOrigin(), callback.m_closestHitFraction );
- // Subtract out the displacement along the collision normal.
- F32 bd = -disp.dot( callback.m_hitNormalWorld );
- btVector3 dv = callback.m_hitNormalWorld * bd;
- disp += dv;
- }
- else
- {
- // we moved whole way
- *inOutCurrPos = end.getOrigin();
- break;
- }
- }
- }
- void BtPlayer::findContact( SceneObject **contactObject,
- VectorF *contactNormal,
- Vector<SceneObject*> *outOverlapObjects ) const
- {
- AssertFatal( mGhostObject, "BtPlayer::findContact - The controller is null!" );
- VectorF normal;
- F32 maxDot = -1.0f;
- // Go thru the contact points... get the first contact.
- btHashedOverlappingPairCache *pairCache = mGhostObject->getOverlappingPairCache();
- btBroadphasePairArray& pairArray = pairCache->getOverlappingPairArray();
- U32 numPairs = pairArray.size();
- btManifoldArray manifoldArray;
- for ( U32 i=0; i < numPairs; i++ )
- {
- const btBroadphasePair &pair = pairArray[i];
-
- btBroadphasePair *collisionPair = pairCache->findPair( pair.m_pProxy0, pair.m_pProxy1 );
- if ( !collisionPair || !collisionPair->m_algorithm )
- continue;
- btCollisionObject *other = (btCollisionObject*)pair.m_pProxy0->m_clientObject;
- if ( other == mGhostObject )
- other = (btCollisionObject*)pair.m_pProxy1->m_clientObject;
- if (!outOverlapObjects->contains(PhysicsUserData::getObject(other->getUserPointer())))
- outOverlapObjects->push_back( PhysicsUserData::getObject( other->getUserPointer() ) );
- if ( other->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE )
- continue;
- manifoldArray.clear();
- collisionPair->m_algorithm->getAllContactManifolds( manifoldArray );
- for ( U32 j=0; j < manifoldArray.size(); j++ )
- {
- btPersistentManifold *manifold = manifoldArray[j];
- btScalar directionSign = manifold->getBody0() == mGhostObject ? 1.0f : -1.0f;
- for ( U32 p=0; p < manifold->getNumContacts(); p++ )
- {
- const btManifoldPoint &pt = manifold->getContactPoint(p);
- // Test the normal... is it the most vertical one we got?
- normal = btCast<Point3F>( pt.m_normalWorldOnB * directionSign );
- F32 dot = mDot( normal, VectorF( 0, 0, 1 ) );
- if ( dot > maxDot )
- {
- maxDot = dot;
- btCollisionObject *colObject = (btCollisionObject*)collisionPair->m_pProxy0->m_clientObject;
- *contactObject = PhysicsUserData::getObject( colObject->getUserPointer() );
- *contactNormal = normal;
- }
- }
- }
- }
- }
- void BtPlayer::enableCollision()
- {
- AssertFatal( mGhostObject, "BtPlayer::enableCollision - The controller is null!" );
- //mController->setCollision( true );
- }
- void BtPlayer::disableCollision()
- {
- AssertFatal( mGhostObject, "BtPlayer::disableCollision - The controller is null!" );
- //mController->setCollision( false );
- }
- PhysicsWorld* BtPlayer::getWorld()
- {
- return mWorld;
- }
- void BtPlayer::setTransform( const MatrixF &transform )
- {
- AssertFatal( mGhostObject, "BtPlayer::setTransform - The ghost object is null!" );
- btTransform xfm = btCast<btTransform>( transform );
- xfm.getOrigin()[2] += mOriginOffset;
- mGhostObject->setWorldTransform( xfm );
- }
- MatrixF& BtPlayer::getTransform( MatrixF *outMatrix )
- {
- AssertFatal( mGhostObject, "BtPlayer::getTransform - The ghost object is null!" );
- *outMatrix = btCast<MatrixF>( mGhostObject->getWorldTransform() );
- *outMatrix[11] -= mOriginOffset;
- return *outMatrix;
- }
- void BtPlayer::setScale( const Point3F &scale )
- {
- }
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