Added early triangle collisions
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2f19390cd2
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@ -142,8 +142,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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this->privData->camera.SetPosition( p->getPos() );
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Float3 offset = Float3( 0.0f );
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// DEBUG position of camera so we can see the player model
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offset.y = p->getScale().y * 5.0f;
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offset.z = p->getScale().z * -5.0f;
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//offset.y = p->getScale().y * 5.0f;
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//offset.z = p->getScale().z * -5.0f;
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// !DEBUG
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this->privData->camera.SetHeadOffset( offset );
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this->privData->camera.UpdateOrientation();
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@ -187,7 +187,7 @@ bool GameState::Render()
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{
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if(playerObject->second)
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{
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//if( this->privData->myId != playerObject->second->GetId() )
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if( this->privData->myId != playerObject->second->GetId() )
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{
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playerObject->second->Render();
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}
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@ -208,6 +208,38 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
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rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
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return rigidBody;
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}
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ICustomBody* Level::InitRigidBodyMesh( const ObjectHeader* obj)
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{
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ICustomBody* rigidBody = NULL;
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Oyster::Math::Float3 rigidWorldPos;
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Oyster::Math::Float4 rigidWorldRotation;
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float rigidBodyMass;
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float rigidBodyRadius;
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//offset the rigidPosition from modelspace to worldspace;
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rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.cgMesh.position;
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//scales the position so the collision geomentry is in the right place
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rigidWorldPos = rigidWorldPos * obj->scale;
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//offset the rigidRotation from modelspace to worldspace;
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Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
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Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.cgMesh.rotation[0],obj->boundingVolume.cgMesh.rotation[1],obj->boundingVolume.cgMesh.rotation[2]), obj->boundingVolume.cgMesh.rotation[3]);
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Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
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rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
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//mass scaled
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rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.cgMesh.mass;
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//Radius scaled
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//rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
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//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
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//create the rigid body
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rigidBody = API::Instance().AddTriangleMesh(obj->boundingVolume.cgMesh.filename, rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.cgMesh.restitutionCoeff , obj->boundingVolume.cgMesh.frictionCoeffStatic , obj->boundingVolume.cgMesh.frictionCoeffDynamic);
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return rigidBody;
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}
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bool Level::InitiateLevel(std::wstring levelPath)
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{
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LevelLoader ll;
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@ -264,6 +296,11 @@ bool Level::InitiateLevel(std::wstring levelPath)
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//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
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}
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else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_CG_MESH)
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{
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rigidBody_Static = InitRigidBodyMesh(staticObjData);
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}
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if(rigidBody_Static != NULL)
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{
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// create game object
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@ -38,6 +38,8 @@ namespace GameLogic
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bool InitiateLevel(float radius);
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Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
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Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
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Oyster::Physics::ICustomBody* InitRigidBodyMesh( const ObjectHeader* obj);
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Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
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/********************************************************
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@ -302,15 +302,15 @@ void Player::Jump()
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bool Player::IsWalking()
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{
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return (this->rigidBody->GetLambda() < 0.99f);
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return (this->rigidBody->GetLambdaUp() < 0.99f);
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}
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bool Player::IsJumping()
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{
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return (this->rigidBody->GetLambda() == 1.0f);
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return (this->rigidBody->GetLambdaUp() == 1.0f);
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}
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bool Player::IsIdle()
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{
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return (this->rigidBody->GetLambda() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
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return (this->rigidBody->GetLambdaUp() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
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}
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void Player::Inactivate()
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@ -229,15 +229,15 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
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SimpleRigidBody* body = new SimpleRigidBody;
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SimpleRigidBody::State state;
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btBulletWorldImporter bulletFile;
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btBulletWorldImporter bulletFile(0);
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typedef std::codecvt_utf8<wchar_t> convert_typeX;
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std::wstring_convert<convert_typeX, wchar_t> converterX;
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std::string bulletPath = converterX.to_bytes(fileName);
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//std::string bulletPath = converterX.to_bytes();
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// Add collision shape
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bulletFile.loadFile(bulletPath.c_str());
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bulletFile.loadFile("C:\\DV1477\\Git Repository\\Danbias\\Bin\\Content\\Worlds\\cgf\\structure_corporation.bullet");
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btCollisionShape* collisionShape = bulletFile.getCollisionShapeByIndex(0);
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body->SetCollisionShape(collisionShape);
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@ -247,8 +247,8 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
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// Add rigid body
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btVector3 fallInertia(0, 0, 0);
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collisionShape->calculateLocalInertia(mass, fallInertia);
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btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia);
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//collisionShape->calculateLocalInertia(mass, fallInertia);
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btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(0, motionState, collisionShape, fallInertia);
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btRigidBody* rigidBody = new btRigidBody(rigidBodyCI);
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rigidBody->setFriction(staticFriction);
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rigidBody->setRestitution(restitution);
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@ -264,7 +264,7 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
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state.dynamicFrictionCoeff = dynamicFriction;
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state.staticFrictionCoeff = staticFriction;
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state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
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state.mass = mass;
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state.mass = 0;
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body->SetState(state);
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@ -291,7 +291,7 @@ void API_Impl::UpdateWorld()
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simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity());
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}
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this->dynamicsWorld->stepSimulation(this->timeStep, 10, this->timeStep);
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this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
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ICustomBody::State state;
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@ -314,23 +314,12 @@ void API_Impl::UpdateWorld()
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ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
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ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
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int numContacts = contactManifold->getNumContacts();
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for (int j=0;j<numContacts;j++)
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{
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btManifoldPoint& pt = contactManifold->getContactPoint(j);
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if (pt.getDistance()<0.f)
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{
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if(bodyA->GetState().mass == 40 && bodyB->GetState().centerPos == Float3::null)
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{
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const char* breakPoint = "STOP";
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}
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if(bodyB->GetState().mass == 40 && bodyA->GetState().centerPos == Float3::null)
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{
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const char* breakPoint = "STOP";
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}
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const btVector3& ptA = pt.getPositionWorldOnA();
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const btVector3& ptB = pt.getPositionWorldOnB();
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const btVector3& normalOnB = pt.m_normalWorldOnB;
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@ -63,7 +63,8 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
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this->rigidBody->setFriction(state.staticFrictionCoeff);
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this->rigidBody->setRestitution(state.restitutionCoeff);
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btVector3 fallInertia(0, 0, 0);
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collisionShape->calculateLocalInertia(state.mass, fallInertia);
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if(state.mass != 0)
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collisionShape->calculateLocalInertia(state.mass, fallInertia);
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this->rigidBody->setMassProps(state.mass, fallInertia);
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this->state = state;
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@ -185,7 +186,8 @@ void SimpleRigidBody::SetAngularFactor(Float factor)
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void SimpleRigidBody::SetMass(Float mass)
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{
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btVector3 fallInertia(0, 0, 0);
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collisionShape->calculateLocalInertia(mass, fallInertia);
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if(mass != 0)
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collisionShape->calculateLocalInertia(mass, fallInertia);
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this->rigidBody->setMassProps(mass, fallInertia);
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this->state.mass = mass;
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}
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@ -362,29 +364,25 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
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{
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btTransform xform;
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xform = this->rigidBody->getWorldTransform ();
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Float3 normalDown = -this->state.centerPos.GetNormalized();
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btVector3 down(normalDown.x, normalDown.y, normalDown.z);
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btVector3 forward = xform.getBasis()[2];
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down.normalize ();
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//Float3 normalDown = -xform.getBasis().getColumn(1);
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btVector3 down(-xform.getBasis().getColumn(1));
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btVector3 forward(xform.getBasis().getColumn(2));
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down.normalize();
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forward.normalize();
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this->raySource[0] = xform.getOrigin();
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this->raySource[1] = xform.getOrigin();
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if(this->state.reach.y < 1.0f)
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Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
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//down.setZ(-down.z());
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btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
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if(this->state.mass == 40)
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{
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const char* breakpoint = "STOP";
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const char* breakPoint = "STOP!";
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}
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btVector3 targetPlus = down*this->state.reach.y*btScalar(1.1);
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this->rayTarget[0] = this->raySource[0] + targetPlus;
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this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
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targetPlus = this->raySource[1] + forward*this->state.reach.z*btScalar(1.1);
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this->rayTarget[1] = btVector3(targetPlus.x(), targetPlus.y(), targetPlus.z());
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class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback
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{
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@ -415,6 +413,10 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
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if (rayCallback.hasHit())
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{
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this->rayLambda[i] = rayCallback.m_closestHitFraction;
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if(i == 1 && this->state.mass == 40)
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{
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btVector3 hitNormal = rayCallback.m_hitNormalWorld;
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}
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}
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else
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{
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@ -423,11 +425,16 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
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}
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}
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float SimpleRigidBody::GetLambda() const
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float SimpleRigidBody::GetLambdaUp() const
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{
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return this->rayLambda[0];
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}
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float SimpleRigidBody::GetLambdaForward() const
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{
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return this->rayLambda[1];
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}
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void SimpleRigidBody::MoveToLimbo()
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{
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this->rigidBody->setCollisionFlags(this->rigidBody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
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@ -68,7 +68,8 @@ namespace Oyster
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void PreStep(const btCollisionWorld* collisionWorld);
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float GetLambda() const;
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float GetLambdaUp() const;
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float GetLambdaForward() const;
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void MoveToLimbo();
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void ReleaseFromLimbo();
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@ -185,7 +185,8 @@ namespace Oyster
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********************************************************/
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virtual void SetCustomTag( void *ref ) = 0;
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virtual float GetLambda() const = 0;
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virtual float GetLambdaUp() const = 0;
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virtual float GetLambdaForward() const = 0;
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};
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}
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}
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