Added early triangle collisions
This commit is contained in:
parent
2f19390cd2
commit
d5cda4deaa
|
@ -142,8 +142,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
|
||||||
this->privData->camera.SetPosition( p->getPos() );
|
this->privData->camera.SetPosition( p->getPos() );
|
||||||
Float3 offset = Float3( 0.0f );
|
Float3 offset = Float3( 0.0f );
|
||||||
// DEBUG position of camera so we can see the player model
|
// DEBUG position of camera so we can see the player model
|
||||||
offset.y = p->getScale().y * 5.0f;
|
//offset.y = p->getScale().y * 5.0f;
|
||||||
offset.z = p->getScale().z * -5.0f;
|
//offset.z = p->getScale().z * -5.0f;
|
||||||
// !DEBUG
|
// !DEBUG
|
||||||
this->privData->camera.SetHeadOffset( offset );
|
this->privData->camera.SetHeadOffset( offset );
|
||||||
this->privData->camera.UpdateOrientation();
|
this->privData->camera.UpdateOrientation();
|
||||||
|
@ -187,7 +187,7 @@ bool GameState::Render()
|
||||||
{
|
{
|
||||||
if(playerObject->second)
|
if(playerObject->second)
|
||||||
{
|
{
|
||||||
//if( this->privData->myId != playerObject->second->GetId() )
|
if( this->privData->myId != playerObject->second->GetId() )
|
||||||
{
|
{
|
||||||
playerObject->second->Render();
|
playerObject->second->Render();
|
||||||
}
|
}
|
||||||
|
|
|
@ -208,6 +208,38 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
|
||||||
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
|
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
|
||||||
return rigidBody;
|
return rigidBody;
|
||||||
}
|
}
|
||||||
|
ICustomBody* Level::InitRigidBodyMesh( const ObjectHeader* obj)
|
||||||
|
{
|
||||||
|
ICustomBody* rigidBody = NULL;
|
||||||
|
Oyster::Math::Float3 rigidWorldPos;
|
||||||
|
Oyster::Math::Float4 rigidWorldRotation;
|
||||||
|
float rigidBodyMass;
|
||||||
|
float rigidBodyRadius;
|
||||||
|
|
||||||
|
//offset the rigidPosition from modelspace to worldspace;
|
||||||
|
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.cgMesh.position;
|
||||||
|
//scales the position so the collision geomentry is in the right place
|
||||||
|
rigidWorldPos = rigidWorldPos * obj->scale;
|
||||||
|
|
||||||
|
//offset the rigidRotation from modelspace to worldspace;
|
||||||
|
Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
|
||||||
|
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]);
|
||||||
|
Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
|
||||||
|
|
||||||
|
rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
|
||||||
|
|
||||||
|
|
||||||
|
//mass scaled
|
||||||
|
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.cgMesh.mass;
|
||||||
|
|
||||||
|
//Radius scaled
|
||||||
|
//rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
|
||||||
|
//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
|
||||||
|
|
||||||
|
//create the rigid body
|
||||||
|
rigidBody = API::Instance().AddTriangleMesh(obj->boundingVolume.cgMesh.filename, rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.cgMesh.restitutionCoeff , obj->boundingVolume.cgMesh.frictionCoeffStatic , obj->boundingVolume.cgMesh.frictionCoeffDynamic);
|
||||||
|
return rigidBody;
|
||||||
|
}
|
||||||
bool Level::InitiateLevel(std::wstring levelPath)
|
bool Level::InitiateLevel(std::wstring levelPath)
|
||||||
{
|
{
|
||||||
LevelLoader ll;
|
LevelLoader ll;
|
||||||
|
@ -264,6 +296,11 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
||||||
//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
|
//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_CG_MESH)
|
||||||
|
{
|
||||||
|
rigidBody_Static = InitRigidBodyMesh(staticObjData);
|
||||||
|
}
|
||||||
|
|
||||||
if(rigidBody_Static != NULL)
|
if(rigidBody_Static != NULL)
|
||||||
{
|
{
|
||||||
// create game object
|
// create game object
|
||||||
|
|
|
@ -38,6 +38,8 @@ namespace GameLogic
|
||||||
bool InitiateLevel(float radius);
|
bool InitiateLevel(float radius);
|
||||||
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
|
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
|
||||||
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
|
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
|
||||||
|
Oyster::Physics::ICustomBody* InitRigidBodyMesh( const ObjectHeader* obj);
|
||||||
|
|
||||||
|
|
||||||
Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
|
Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
|
||||||
/********************************************************
|
/********************************************************
|
||||||
|
|
|
@ -302,15 +302,15 @@ void Player::Jump()
|
||||||
|
|
||||||
bool Player::IsWalking()
|
bool Player::IsWalking()
|
||||||
{
|
{
|
||||||
return (this->rigidBody->GetLambda() < 0.99f);
|
return (this->rigidBody->GetLambdaUp() < 0.99f);
|
||||||
}
|
}
|
||||||
bool Player::IsJumping()
|
bool Player::IsJumping()
|
||||||
{
|
{
|
||||||
return (this->rigidBody->GetLambda() == 1.0f);
|
return (this->rigidBody->GetLambdaUp() == 1.0f);
|
||||||
}
|
}
|
||||||
bool Player::IsIdle()
|
bool Player::IsIdle()
|
||||||
{
|
{
|
||||||
return (this->rigidBody->GetLambda() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
|
return (this->rigidBody->GetLambdaUp() == 1.0f && this->rigidBody->GetLinearVelocity().GetMagnitude() < 0.0001f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::Inactivate()
|
void Player::Inactivate()
|
||||||
|
|
|
@ -229,15 +229,15 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
|
||||||
SimpleRigidBody* body = new SimpleRigidBody;
|
SimpleRigidBody* body = new SimpleRigidBody;
|
||||||
SimpleRigidBody::State state;
|
SimpleRigidBody::State state;
|
||||||
|
|
||||||
btBulletWorldImporter bulletFile;
|
btBulletWorldImporter bulletFile(0);
|
||||||
|
|
||||||
typedef std::codecvt_utf8<wchar_t> convert_typeX;
|
typedef std::codecvt_utf8<wchar_t> convert_typeX;
|
||||||
std::wstring_convert<convert_typeX, wchar_t> converterX;
|
std::wstring_convert<convert_typeX, wchar_t> converterX;
|
||||||
|
|
||||||
std::string bulletPath = converterX.to_bytes(fileName);
|
//std::string bulletPath = converterX.to_bytes();
|
||||||
|
|
||||||
// Add collision shape
|
// Add collision shape
|
||||||
bulletFile.loadFile(bulletPath.c_str());
|
bulletFile.loadFile("C:\\DV1477\\Git Repository\\Danbias\\Bin\\Content\\Worlds\\cgf\\structure_corporation.bullet");
|
||||||
btCollisionShape* collisionShape = bulletFile.getCollisionShapeByIndex(0);
|
btCollisionShape* collisionShape = bulletFile.getCollisionShapeByIndex(0);
|
||||||
body->SetCollisionShape(collisionShape);
|
body->SetCollisionShape(collisionShape);
|
||||||
|
|
||||||
|
@ -247,8 +247,8 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
|
||||||
|
|
||||||
// Add rigid body
|
// Add rigid body
|
||||||
btVector3 fallInertia(0, 0, 0);
|
btVector3 fallInertia(0, 0, 0);
|
||||||
collisionShape->calculateLocalInertia(mass, fallInertia);
|
//collisionShape->calculateLocalInertia(mass, fallInertia);
|
||||||
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass, motionState, collisionShape, fallInertia);
|
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(0, motionState, collisionShape, fallInertia);
|
||||||
btRigidBody* rigidBody = new btRigidBody(rigidBodyCI);
|
btRigidBody* rigidBody = new btRigidBody(rigidBodyCI);
|
||||||
rigidBody->setFriction(staticFriction);
|
rigidBody->setFriction(staticFriction);
|
||||||
rigidBody->setRestitution(restitution);
|
rigidBody->setRestitution(restitution);
|
||||||
|
@ -264,7 +264,7 @@ ICustomBody* API_Impl::AddTriangleMesh(const std::wstring fileName, ::Oyster::Ma
|
||||||
state.dynamicFrictionCoeff = dynamicFriction;
|
state.dynamicFrictionCoeff = dynamicFriction;
|
||||||
state.staticFrictionCoeff = staticFriction;
|
state.staticFrictionCoeff = staticFriction;
|
||||||
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
|
state.quaternion = Quaternion(Float3(rotation.xyz), rotation.w);
|
||||||
state.mass = mass;
|
state.mass = 0;
|
||||||
|
|
||||||
body->SetState(state);
|
body->SetState(state);
|
||||||
|
|
||||||
|
@ -291,7 +291,7 @@ void API_Impl::UpdateWorld()
|
||||||
simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity());
|
simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity());
|
||||||
}
|
}
|
||||||
|
|
||||||
this->dynamicsWorld->stepSimulation(this->timeStep, 10, this->timeStep);
|
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
|
||||||
|
|
||||||
ICustomBody::State state;
|
ICustomBody::State state;
|
||||||
|
|
||||||
|
@ -314,23 +314,12 @@ void API_Impl::UpdateWorld()
|
||||||
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
|
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
|
||||||
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
|
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
int numContacts = contactManifold->getNumContacts();
|
int numContacts = contactManifold->getNumContacts();
|
||||||
for (int j=0;j<numContacts;j++)
|
for (int j=0;j<numContacts;j++)
|
||||||
{
|
{
|
||||||
btManifoldPoint& pt = contactManifold->getContactPoint(j);
|
btManifoldPoint& pt = contactManifold->getContactPoint(j);
|
||||||
if (pt.getDistance()<0.f)
|
if (pt.getDistance()<0.f)
|
||||||
{
|
{
|
||||||
if(bodyA->GetState().mass == 40 && bodyB->GetState().centerPos == Float3::null)
|
|
||||||
{
|
|
||||||
const char* breakPoint = "STOP";
|
|
||||||
}
|
|
||||||
if(bodyB->GetState().mass == 40 && bodyA->GetState().centerPos == Float3::null)
|
|
||||||
{
|
|
||||||
const char* breakPoint = "STOP";
|
|
||||||
}
|
|
||||||
|
|
||||||
const btVector3& ptA = pt.getPositionWorldOnA();
|
const btVector3& ptA = pt.getPositionWorldOnA();
|
||||||
const btVector3& ptB = pt.getPositionWorldOnB();
|
const btVector3& ptB = pt.getPositionWorldOnB();
|
||||||
const btVector3& normalOnB = pt.m_normalWorldOnB;
|
const btVector3& normalOnB = pt.m_normalWorldOnB;
|
||||||
|
|
|
@ -63,6 +63,7 @@ void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
|
||||||
this->rigidBody->setFriction(state.staticFrictionCoeff);
|
this->rigidBody->setFriction(state.staticFrictionCoeff);
|
||||||
this->rigidBody->setRestitution(state.restitutionCoeff);
|
this->rigidBody->setRestitution(state.restitutionCoeff);
|
||||||
btVector3 fallInertia(0, 0, 0);
|
btVector3 fallInertia(0, 0, 0);
|
||||||
|
if(state.mass != 0)
|
||||||
collisionShape->calculateLocalInertia(state.mass, fallInertia);
|
collisionShape->calculateLocalInertia(state.mass, fallInertia);
|
||||||
this->rigidBody->setMassProps(state.mass, fallInertia);
|
this->rigidBody->setMassProps(state.mass, fallInertia);
|
||||||
|
|
||||||
|
@ -185,6 +186,7 @@ void SimpleRigidBody::SetAngularFactor(Float factor)
|
||||||
void SimpleRigidBody::SetMass(Float mass)
|
void SimpleRigidBody::SetMass(Float mass)
|
||||||
{
|
{
|
||||||
btVector3 fallInertia(0, 0, 0);
|
btVector3 fallInertia(0, 0, 0);
|
||||||
|
if(mass != 0)
|
||||||
collisionShape->calculateLocalInertia(mass, fallInertia);
|
collisionShape->calculateLocalInertia(mass, fallInertia);
|
||||||
this->rigidBody->setMassProps(mass, fallInertia);
|
this->rigidBody->setMassProps(mass, fallInertia);
|
||||||
this->state.mass = mass;
|
this->state.mass = mass;
|
||||||
|
@ -362,29 +364,25 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
{
|
{
|
||||||
btTransform xform;
|
btTransform xform;
|
||||||
xform = this->rigidBody->getWorldTransform ();
|
xform = this->rigidBody->getWorldTransform ();
|
||||||
Float3 normalDown = -this->state.centerPos.GetNormalized();
|
//Float3 normalDown = -xform.getBasis().getColumn(1);
|
||||||
btVector3 down(normalDown.x, normalDown.y, normalDown.z);
|
btVector3 down(-xform.getBasis().getColumn(1));
|
||||||
btVector3 forward = xform.getBasis()[2];
|
btVector3 forward(xform.getBasis().getColumn(2));
|
||||||
down.normalize();
|
down.normalize();
|
||||||
forward.normalize();
|
forward.normalize();
|
||||||
|
|
||||||
this->raySource[0] = xform.getOrigin();
|
this->raySource[0] = xform.getOrigin();
|
||||||
this->raySource[1] = xform.getOrigin();
|
this->raySource[1] = xform.getOrigin();
|
||||||
|
|
||||||
if(this->state.reach.y < 1.0f)
|
|
||||||
|
|
||||||
|
|
||||||
Float angle = acos(Float3(0, 1, 0).Dot(this->state.centerPos.GetNormalized()));
|
|
||||||
//down.setZ(-down.z());
|
|
||||||
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
|
|
||||||
|
|
||||||
if(this->state.mass == 40)
|
if(this->state.mass == 40)
|
||||||
{
|
{
|
||||||
const char* breakpoint = "STOP";
|
const char* breakPoint = "STOP!";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
btVector3 targetPlus = down*this->state.reach.y*btScalar(1.1);
|
||||||
|
|
||||||
this->rayTarget[0] = this->raySource[0] + targetPlus;
|
this->rayTarget[0] = this->raySource[0] + targetPlus;
|
||||||
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
|
targetPlus = this->raySource[1] + forward*this->state.reach.z*btScalar(1.1);
|
||||||
|
this->rayTarget[1] = btVector3(targetPlus.x(), targetPlus.y(), targetPlus.z());
|
||||||
|
|
||||||
class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback
|
class ClosestNotMe : public btCollisionWorld::ClosestRayResultCallback
|
||||||
{
|
{
|
||||||
|
@ -415,6 +413,10 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
if (rayCallback.hasHit())
|
if (rayCallback.hasHit())
|
||||||
{
|
{
|
||||||
this->rayLambda[i] = rayCallback.m_closestHitFraction;
|
this->rayLambda[i] = rayCallback.m_closestHitFraction;
|
||||||
|
if(i == 1 && this->state.mass == 40)
|
||||||
|
{
|
||||||
|
btVector3 hitNormal = rayCallback.m_hitNormalWorld;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -423,11 +425,16 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float SimpleRigidBody::GetLambda() const
|
float SimpleRigidBody::GetLambdaUp() const
|
||||||
{
|
{
|
||||||
return this->rayLambda[0];
|
return this->rayLambda[0];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float SimpleRigidBody::GetLambdaForward() const
|
||||||
|
{
|
||||||
|
return this->rayLambda[1];
|
||||||
|
}
|
||||||
|
|
||||||
void SimpleRigidBody::MoveToLimbo()
|
void SimpleRigidBody::MoveToLimbo()
|
||||||
{
|
{
|
||||||
this->rigidBody->setCollisionFlags(this->rigidBody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
|
this->rigidBody->setCollisionFlags(this->rigidBody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
|
||||||
|
|
|
@ -68,7 +68,8 @@ namespace Oyster
|
||||||
|
|
||||||
void PreStep(const btCollisionWorld* collisionWorld);
|
void PreStep(const btCollisionWorld* collisionWorld);
|
||||||
|
|
||||||
float GetLambda() const;
|
float GetLambdaUp() const;
|
||||||
|
float GetLambdaForward() const;
|
||||||
|
|
||||||
void MoveToLimbo();
|
void MoveToLimbo();
|
||||||
void ReleaseFromLimbo();
|
void ReleaseFromLimbo();
|
||||||
|
|
|
@ -185,7 +185,8 @@ namespace Oyster
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual void SetCustomTag( void *ref ) = 0;
|
virtual void SetCustomTag( void *ref ) = 0;
|
||||||
|
|
||||||
virtual float GetLambda() const = 0;
|
virtual float GetLambdaUp() const = 0;
|
||||||
|
virtual float GetLambdaForward() const = 0;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue