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- /**
- * PhysicsCharacter.cpp
- *
- * Much of the collision detection code for this implementation is based off the
- * btbtKinematicCharacterController class from Bullet Physics 2.7.6.
- */
- #include "Base.h"
- #include "PhysicsCharacter.h"
- #include "Scene.h"
- #include "Game.h"
- #include "PhysicsController.h"
- namespace gameplay
- {
- class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
- {
- public:
- ClosestNotMeConvexResultCallback(btCollisionObject* me, const btVector3& up, btScalar minSlopeDot)
- : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)), _me(me), _up(up), _minSlopeDot(minSlopeDot)
- {
- }
- btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace)
- {
- if (convexResult.m_hitCollisionObject == _me)
- return btScalar(1.0);
- /*
- btVector3 hitNormalWorld;
- if (normalInWorldSpace)
- {
- hitNormalWorld = convexResult.m_hitNormalLocal;
- } else
- {
- // transform normal into worldspace
- hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
- }
- btScalar dotUp = _up.dot(hitNormalWorld);
- if (dotUp < _minSlopeDot)
- {
- return btScalar(1.0);
- }
- */
- return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
- }
- protected:
- btCollisionObject* _me;
- const btVector3 _up;
- btScalar _minSlopeDot;
- };
- PhysicsCharacter::PhysicsCharacter(Node* node, const PhysicsCollisionShape::Definition& shape)
- : PhysicsGhostObject(node, shape), _moveVelocity(0,0,0), _forwardVelocity(0.0f), _rightVelocity(0.0f),
- _fallVelocity(0, 0, 0), _currentVelocity(0,0,0), _normalizedVelocity(0,0,0),
- _colliding(false), _collisionNormal(0,0,0), _currentPosition(0,0,0),
- _stepHeight(0.1f), _slopeAngle(0.0f), _cosSlopeAngle(0.0f), _physicsEnabled(true)
- {
- setMaxSlopeAngle(45.0f);
- // Set the collision flags on the ghost object to indicate it's a character
- _ghostObject->setCollisionFlags(_ghostObject->getCollisionFlags() | btCollisionObject::CF_CHARACTER_OBJECT);
- // Register ourselves as an action on the physics world so we are called back during physics ticks
- Game::getInstance()->getPhysicsController()->_world->addAction(this);
- }
- PhysicsCharacter::~PhysicsCharacter()
- {
- // Unregister ourselves as action from world
- Game::getInstance()->getPhysicsController()->_world->removeAction(this);
- }
- PhysicsCharacter* PhysicsCharacter::create(Node* node, Properties* properties)
- {
- // Check if the properties is valid and has a valid namespace.
- assert(properties);
- if (!properties || !(strcmp(properties->getNamespace(), "character") == 0))
- {
- WARN("Failed to load physics character from properties object: must be non-null object and have namespace equal to \'character\'.");
- return NULL;
- }
- // Load the physics collision shape definition.
- PhysicsCollisionShape::Definition* shape = PhysicsCollisionShape::Definition::create(node, properties);
- if (shape == NULL)
- {
- WARN("Failed to create collision shape during physics character creation.");
- return NULL;
- }
- // Create the physics character.
- PhysicsCharacter* character = new PhysicsCharacter(node, *shape);
- SAFE_DELETE(shape);
- return character;
- }
- PhysicsCollisionObject::Type PhysicsCharacter::getType() const
- {
- return PhysicsCollisionObject::CHARACTER;
- }
- btCollisionObject* PhysicsCharacter::getCollisionObject() const
- {
- return _ghostObject;
- }
- bool PhysicsCharacter::isPhysicsEnabled() const
- {
- return _physicsEnabled;
- }
- void PhysicsCharacter::setPhysicsEnabled(bool enabled)
- {
- _physicsEnabled = enabled;
- }
- float PhysicsCharacter::getMaxStepHeight() const
- {
- return _stepHeight;
- }
- void PhysicsCharacter::setMaxStepHeight(float height)
- {
- _stepHeight = height;
- }
- float PhysicsCharacter::getMaxSlopeAngle() const
- {
- return _slopeAngle;
- }
- void PhysicsCharacter::setMaxSlopeAngle(float angle)
- {
- _slopeAngle = angle;
- _cosSlopeAngle = std::cos(MATH_DEG_TO_RAD(angle));
- }
- void PhysicsCharacter::addAnimation(const char* name, AnimationClip* clip, float moveSpeed)
- {
- CharacterAnimation a;
- a.name = name;
- a.clip = clip;
- a.moveSpeed = moveSpeed;
- a.layer = 0;
- a.playing = false;
- a.animationFlags = ANIMATION_STOP;
- a.prev = NULL;
- _animations[name] = a;
- }
- AnimationClip* PhysicsCharacter::getAnimation(const char* name)
- {
- if (name)
- {
- // Lookup the specified animation
- std::map<const char*, CharacterAnimation>::iterator aitr = _animations.find(name);
- if (aitr != _animations.end())
- {
- return aitr->second.clip;
- }
- }
- return NULL;
- }
- void PhysicsCharacter::play(const char* name, AnimationFlags flags, float speed, unsigned int blendDuration, unsigned int layer)
- {
- CharacterAnimation* animation = NULL;
- if (name)
- {
- // Lookup the specified animation
- std::map<const char*, CharacterAnimation>::iterator aitr = _animations.find(name);
- if (aitr == _animations.end())
- return; // invalid animation name
- animation = &(aitr->second);
- // Set animation flags
- animation->clip->setRepeatCount(flags & ANIMATION_REPEAT ? AnimationClip::REPEAT_INDEFINITE : 1);
- animation->clip->setSpeed(speed);
- animation->animationFlags = flags;
- animation->layer = layer;
- animation->blendDuration = blendDuration;
- animation->prev = NULL;
- // If the animation is already marked playing, do nothing more
- if (animation->playing)
- return;
- }
- play(animation, layer);
- }
- void PhysicsCharacter::play(CharacterAnimation* animation, unsigned int layer)
- {
- // Is there already an animation playing on this layer?
- std::map<unsigned int, CharacterAnimation*>::iterator litr = _layers.find(layer);
- CharacterAnimation* prevAnimation = (litr == _layers.end() ? NULL : litr->second);
- if (prevAnimation && prevAnimation->playing)
- {
- // An animation is already playing on this layer
- if (animation)
- {
- if (animation->animationFlags == ANIMATION_RESUME)
- animation->prev = prevAnimation;
- if (animation->blendDuration > 0L)
- {
- // Crossfade from current animation into the new one
- prevAnimation->clip->crossFade(animation->clip, animation->blendDuration);
- }
- else
- {
- // Stop the previous animation (no blending)
- prevAnimation->clip->stop();
- // Play the new animation
- animation->clip->play();
- }
- }
- else
- {
- // No new animaton specified - stop current animation on this layer
- prevAnimation->clip->stop();
- }
- prevAnimation->playing = false;
- }
- else if (animation)
- {
- // No animations currently playing - just play the new one
- animation->clip->play();
- }
- // Update animaton and layers
- if (animation)
- {
- animation->playing = true;
- // Update layer to point to the new animation
- if (litr != _layers.end())
- litr->second = animation;
- else
- _layers[layer] = animation;
- }
- else if (litr != _layers.end())
- {
- // Remove layer sine we stopped the animation previously on it
- _layers.erase(litr);
- }
- }
- void PhysicsCharacter::setVelocity(const Vector3& velocity)
- {
- _moveVelocity.setValue(velocity.x, velocity.y, velocity.z);
- }
- void PhysicsCharacter::rotate(const Vector3& axis, float angle)
- {
- _node->rotate(axis, angle);
- }
- void PhysicsCharacter::rotate(const Quaternion& rotation)
- {
- _node->rotate(rotation);
- }
- void PhysicsCharacter::setRotation(const Vector3& axis, float angle)
- {
- _node->setRotation(axis, angle);
- }
- void PhysicsCharacter::setRotation(const Quaternion& rotation)
- {
- _node->setRotation(rotation);
- }
- void PhysicsCharacter::setForwardVelocity(float velocity)
- {
- _forwardVelocity = velocity;
- }
- void PhysicsCharacter::setRightVelocity(float velocity)
- {
- _rightVelocity = velocity;
- }
- void PhysicsCharacter::jump(float height)
- {
- // TODO
- }
- void PhysicsCharacter::updateCurrentVelocity()
- {
- Vector3 temp;
- btScalar velocity2 = 0;
- // Reset velocity vector
- _normalizedVelocity.setValue(0, 0, 0);
- // Add movement velocity contribution
- if (!_moveVelocity.isZero())
- {
- _normalizedVelocity = _moveVelocity;
- velocity2 = _moveVelocity.length2();
- }
- // Add forward velocity contribution
- if (_forwardVelocity != 0)
- {
- _node->getWorldMatrix().getForwardVector(&temp);
- temp.normalize();
- temp *= -_forwardVelocity;
- _normalizedVelocity += btVector3(temp.x, temp.y, temp.z);
- velocity2 = std::max(std::abs(velocity2), std::abs(_forwardVelocity*_forwardVelocity));
- }
- // Add right velocity contribution
- if (_rightVelocity != 0)
- {
- _node->getWorldMatrix().getRightVector(&temp);
- temp.normalize();
- temp *= _rightVelocity;
- _normalizedVelocity += btVector3(temp.x, temp.y, temp.z);
- velocity2 = std::max(std::abs(velocity2), std::abs(_rightVelocity*_rightVelocity));
- }
- // Compute final combined movement vectors
- if (_normalizedVelocity.isZero())
- {
- _currentVelocity.setZero();
- }
- else
- {
- _normalizedVelocity.normalize();
- _currentVelocity = _normalizedVelocity * std::sqrt(velocity2);
- }
- }
- void PhysicsCharacter::updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep)
- {
- // First check for existing collisions and attempt to respond/fix them.
- // Basically we are trying to move the character so that it does not penetrate
- // any other collision objects in the scene. We need to do this to ensure that
- // the following steps (movement) start from a clean slate, where the character
- // is not colliding with anything. Also, this step handles collision between
- // dynamic objects (i.e. objects that moved and now intersect the character).
- if (_physicsEnabled)
- {
- //_colliding = fixCollision(collisionWorld);
- _colliding = false;
- int stepCount = 0;
- while (fixCollision(collisionWorld))
- {
- _colliding = true;
- if (++stepCount > 4)
- {
- // Most likely we are wedged between a number of different collision objects
- break;
- }
- }
- }
- // Update current and target world positions
- btVector3 startPosition = _ghostObject->getWorldTransform().getOrigin();
- _currentPosition = startPosition;
- // Process movement in the up direction
- if (_physicsEnabled)
- stepUp(collisionWorld, deltaTimeStep);
- // Process horizontal movement
- stepForwardAndStrafe(collisionWorld, deltaTimeStep);
- // Process movement in the down direction
- if (_physicsEnabled)
- stepDown(collisionWorld, deltaTimeStep);
- // Set new position
- btVector3 translation = _currentPosition - startPosition;
- _node->translate(translation.x(), translation.y(), translation.z());
- }
- void PhysicsCharacter::stepUp(btCollisionWorld* collisionWorld, btScalar time)
- {
- // Note: btKinematicCharacterController implements this by always just setting
- // target position to currentPosition.y + stepHeight, and then checking for collisions.
- // Don't let the character move up if it hits the ceiling (or something above).
- // Do this WITHOUT using time in the calculation - this way you are always guarnateed
- // to step over a step that is stepHeight high.
- //
- // Note that stepDown() will be called right after this, so the character will move back
- // down to collide with the ground so that he smoothly steps up stairs.
- _currentPosition += btVector3(0, _stepHeight, 0);
- }
- void PhysicsCharacter::stepForwardAndStrafe(btCollisionWorld* collisionWorld, float time)
- {
- // Process currently playing movements+animations and determine final move location
- float animationMoveSpeed = 0.0f;
- unsigned int animationCount = 0;
- for (std::map<unsigned int, CharacterAnimation*>::iterator itr = _layers.begin(); itr != _layers.end(); ++itr)
- {
- CharacterAnimation* animation = itr->second;
- // If the animation is not playing, ignore it
- if (!animation->playing)
- continue;
- AnimationClip* clip = animation->clip;
- // Did the clip finish playing (but we still have it marked playing)?
- if (!clip->isPlaying())
- {
- // If the animaton was flaged the ANIMATION_RESUME bit, start the previously playing animation
- if ((animation->animationFlags == ANIMATION_RESUME) && animation->prev)
- {
- play(animation->prev, animation->prev->layer);
- }
- animation->playing = false;
- continue;
- }
- animationMoveSpeed += animation->moveSpeed;
- ++animationCount;
- }
- updateCurrentVelocity();
- // Calculate final velocity
- btVector3 velocity(_currentVelocity);
- if (animationCount > 0)
- {
- velocity *= animationMoveSpeed;
- }
- velocity *= time; // since velocity is in meters per second
- if (velocity.isZero())
- {
- // No velocity, so we aren't moving
- return;
- }
- // Translate the target position by the velocity vector (already scaled by t)
- btVector3 targetPosition = _currentPosition + velocity;
- // If physics is disabled, simply update current position without checking collisions
- if (!_physicsEnabled)
- {
- _currentPosition = targetPosition;
- return;
- }
- // Check for collisions by performing a bullet convex sweep test
- btTransform start;
- btTransform end;
- start.setIdentity();
- end.setIdentity();
- btScalar fraction = 1.0;
- btScalar distance2;
- if (_colliding && (_normalizedVelocity.dot(_collisionNormal) > btScalar(0.0)))
- {
- updateTargetPositionFromCollision(targetPosition, _collisionNormal);
- }
- int maxIter = 10;
- while (fraction > btScalar(0.01) && maxIter-- > 0)
- {
- start.setOrigin(_currentPosition);
- end.setOrigin(targetPosition);
- btVector3 sweepDirNegative(_currentPosition - targetPosition);
- ClosestNotMeConvexResultCallback callback(_ghostObject, sweepDirNegative, btScalar(0.0));
- callback.m_collisionFilterGroup = _ghostObject->getBroadphaseHandle()->m_collisionFilterGroup;
- callback.m_collisionFilterMask = _ghostObject->getBroadphaseHandle()->m_collisionFilterMask;
- _ghostObject->convexSweepTest(static_cast<btConvexShape*>(_collisionShape->getShape()), start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
- fraction -= callback.m_closestHitFraction;
- if (callback.hasHit())
- {
- /*Vector3 normal(callback.m_hitNormalWorld.x(), callback.m_hitNormalWorld.y(), callback.m_hitNormalWorld.z());
- PhysicsCollisionObject* o = Game::getInstance()->getPhysicsController()->getCollisionObject(callback.m_hitCollisionObject);
- if (o->getType() == PhysicsCollisionObject::RIGID_BODY && o->isDynamic())
- {
- PhysicsRigidBody* rb = static_cast<PhysicsRigidBody*>(o);
- normal.normalize();
- rb->applyImpulse(-normal);
- }*/
- updateTargetPositionFromCollision(targetPosition, callback.m_hitNormalWorld);
- btVector3 currentDir = targetPosition - _currentPosition;
- distance2 = currentDir.length2();
- if (distance2 > FLT_EPSILON)
- {
- currentDir.normalize();
- // If velocity is against original velocity, stop to avoid tiny oscilations in sloping corners.
- if (currentDir.dot(_normalizedVelocity) <= btScalar(0.0))
- {
- break;
- }
- }
- }
- else
- {
- // Nothing in our way
- break;
- }
- }
- _currentPosition = targetPosition;
- }
- void PhysicsCharacter::stepDown(btCollisionWorld* collisionWorld, btScalar time)
- {
- // Contribute basic gravity to fall velocity.
- btVector3 gravity = Game::getInstance()->getPhysicsController()->_world->getGravity();
- _fallVelocity += (gravity * time);
- btVector3 targetPosition = _currentPosition + (_fallVelocity * time);
- targetPosition -= btVector3(0, _stepHeight, 0);
- // Perform a convex sweep test between current and target position
- btTransform start;
- btTransform end;
- start.setIdentity();
- end.setIdentity();
- start.setOrigin(_currentPosition);
- end.setOrigin(targetPosition);
- ClosestNotMeConvexResultCallback callback(_ghostObject, btVector3(0, 1, 0), _cosSlopeAngle);
- callback.m_collisionFilterGroup = _ghostObject->getBroadphaseHandle()->m_collisionFilterGroup;
- callback.m_collisionFilterMask = _ghostObject->getBroadphaseHandle()->m_collisionFilterMask;
- _ghostObject->convexSweepTest(static_cast<btConvexShape*>(_collisionShape->getShape()), start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
- if (callback.hasHit())
- {
- // Collision detected, fix it
- _currentPosition.setInterpolate3(_currentPosition, targetPosition, callback.m_closestHitFraction);
- // Zero out fall velocity when we hit an object
- _fallVelocity.setZero();
- }
- else
- {
- // We can move here
- _currentPosition = targetPosition;
- }
- }
- /*
- * Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal'
- */
- btVector3 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 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 perpindicularComponent(const btVector3& direction, const btVector3& normal)
- {
- return direction - parallelComponent(direction, normal);
- }
- void PhysicsCharacter::updateTargetPositionFromCollision(btVector3& targetPosition, const btVector3& collisionNormal)
- {
- //btScalar tangentMag = 0.0;
- //btScalar normalMag = 1.0;
- btVector3 movementDirection = targetPosition - _currentPosition;
- btScalar movementLength = movementDirection.length();
- if (movementLength > FLT_EPSILON)
- {
- movementDirection.normalize();
- btVector3 reflectDir = computeReflectionDirection(movementDirection, collisionNormal);
- reflectDir.normalize();
- //btVector3 parallelDir = parallelComponent(reflectDir, collisionNormal);
- btVector3 perpindicularDir = perpindicularComponent(reflectDir, collisionNormal);
- targetPosition = _currentPosition;
- /*if (tangentMag != 0.0)
- {
- btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength);
- targetPosition += parComponent;
- }*/
- //if (normalMag != 0.0)
- //{
- btVector3 perpComponent = perpindicularDir * btScalar (/*normalMag **/ movementLength);
- targetPosition += perpComponent;
- //}
- }
- }
- bool PhysicsCharacter::fixCollision(btCollisionWorld* world)
- {
- bool collision = false;
- btOverlappingPairCache* pairCache = _ghostObject->getOverlappingPairCache();
- // Tell the world to dispatch collision events for our ghost object
- world->getDispatcher()->dispatchAllCollisionPairs(pairCache, world->getDispatchInfo(), world->getDispatcher());
- // Store our current world position
- Vector3 startPosition;
- _node->getWorldMatrix().getTranslation(&startPosition);
- btVector3 currentPosition = BV(startPosition);
- // Handle all collisions/overlappign pairs
- btScalar maxPenetration = btScalar(0.0);
- for (int i = 0, count = pairCache->getNumOverlappingPairs(); i < count; ++i)
- {
- _manifoldArray.resize(0);
- // Query contacts between this overlapping pair (store in _manifoldArray)
- btBroadphasePair* collisionPair = &pairCache->getOverlappingPairArray()[i];
- if (collisionPair->m_algorithm)
- {
- collisionPair->m_algorithm->getAllContactManifolds(_manifoldArray);
- }
- for (int j = 0, manifoldCount = _manifoldArray.size(); j < manifoldCount; ++j)
- {
- btPersistentManifold* manifold = _manifoldArray[j];
- // Get the direction of the contact points (used to scale normal vector in the correct direction).
- btScalar directionSign = manifold->getBody0() == _ghostObject ? -1.0f : 1.0f;
- for (int p = 0, contactCount = manifold->getNumContacts(); p < contactCount; ++p)
- {
- const btManifoldPoint& pt = manifold->getContactPoint(p);
- // Get penetration distance for this contact point
- btScalar dist = pt.getDistance();
- if (dist < 0.0)
- {
- // A negative distance means the objects are overlapping
- if (dist < maxPenetration)
- {
- // Store collision normal for this point
- maxPenetration = dist;
- _collisionNormal = pt.m_normalWorldOnB * directionSign;
- }
- //Node* node = Game::getInstance()->getPhysicsController()->getCollisionObject((btCollisionObject*)(manifold->getBody0() == _ghostObject ? manifold->getBody1() : manifold->getBody0()))->getNode();
- // Calculate new position for object, which is translated back along the collision normal
- currentPosition += pt.m_normalWorldOnB * directionSign * dist * 0.2f;
- collision = true;
- }
- }
- //manifold->clearManifold();
- }
- }
- // Set the new world transformation to apply to fix the collision
- _node->translate(Vector3(currentPosition.x(), currentPosition.y(), currentPosition.z()) - startPosition);
- return collision;
- }
- void PhysicsCharacter::debugDraw(btIDebugDraw* debugDrawer)
- {
- // debug drawing handled by PhysicsController
- }
- }
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