Added early triangle collisions
This commit is contained in:
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c32871687e
commit
d81a1c204c
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@ -196,6 +196,38 @@ 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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@ -253,6 +285,11 @@ 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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@ -37,6 +37,8 @@ namespace GameLogic
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bool InitiateLevel(std::wstring levelPath);
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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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@ -8,11 +8,11 @@ using namespace GameLogic;
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using namespace Oyster::Physics;
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const float MOVE_FORCE = 30;
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const float KEY_TIMER = 0.03f;
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const float AFFECTED_TIMER = 1.0f;
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Player::Player()
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:DynamicObject()
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{
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Player::initPlayerData();
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AffectedObjects.Reserve(15);
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this->weapon = NULL;
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this->teamID = -1;
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}
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@ -22,6 +22,7 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
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{
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this->weapon = new Weapon(2,this);
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Player::initPlayerData();
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AffectedObjects.Reserve(15);
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this->teamID = teamID;
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}
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@ -30,15 +31,16 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
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{
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this->weapon = new Weapon(2,this);
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Player::initPlayerData();
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AffectedObjects.Reserve(15);
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this->teamID = teamID;
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}
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Player::~Player(void)
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{
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if(this->weapon)
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if(weapon)
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{
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delete this->weapon;
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this->weapon = NULL;
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delete weapon;
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weapon = NULL;
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}
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}
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void Player::initPlayerData()
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@ -55,7 +57,7 @@ void Player::initPlayerData()
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this->key_strafeRight = 0;
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this->key_strafeLeft = 0;
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this->key_jump = 0;
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this->RecentlyAffected = 0;
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this->invincibleCooldown = 0;
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this->deathTimer = 0;
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this->rotationUp = 0;
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@ -65,21 +67,14 @@ void Player::BeginFrame()
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{
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if( this->playerState != PLAYER_STATE_DEAD && PLAYER_STATE_DIED)
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{
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weapon->Update(0.002f);
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weapon->Update(0.002f);
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Oyster::Math::Float maxSpeed = 30;
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// Rotate player accordingly
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this->rigidBody->AddRotationAroundY(this->rotationUp);
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
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Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
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this->rigidBody->SetRotation(secondTurn*firstUp);
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// Direction data
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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@ -126,7 +121,7 @@ void Player::BeginFrame()
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}
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// Dampen velocity if certain keys are not pressed
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if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
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if(key_jump <= 0.001 && IsWalking())
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{
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if(key_forward <= 0.001 && key_backward <= 0.001)
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{
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@ -153,7 +148,7 @@ void Player::BeginFrame()
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walkDirection.Normalize();
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// If on the ground, accelerate normally
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if(this->rigidBody->GetLambda() < 0.9f)
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if(IsWalking())
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{
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if(forwardSpeed < maxSpeed)
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{
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@ -165,7 +160,7 @@ void Player::BeginFrame()
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}
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}
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// If in the air, accelerate slower
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if(this->rigidBody->GetLambda() >= 0.9f)
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if(IsJumping())
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{
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if(forwardSpeed < maxSpeed)
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{
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@ -195,7 +190,7 @@ void Player::BeginFrame()
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if(key_jump > 0.001)
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{
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this->key_jump -= this->gameInstance->GetFrameTime();
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if(this->rigidBody->GetLambda() < 0.9f)
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if(IsWalking())
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{
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Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
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this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20);
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@ -218,6 +213,16 @@ void Player::BeginFrame()
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void Player::EndFrame()
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{
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//check if there are any objects that can be removed from the AffectedObjects list
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for(int i = 0; i < this->AffectedObjects.Size(); i++)
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{
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if(this->AffectedObjects[i] && (this->AffectedObjects[i]->GetRigidBody()->GetState().previousVelocity).GetMagnitude() <= 0.1f)
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{
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this->AffectedObjects[i]->RemoveAffectedBy();
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this->AffectedObjects.Remove(i);
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}
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}
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}
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void Player::Move(const PLAYER_MOVEMENT &movement)
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@ -287,7 +292,7 @@ void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
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}
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void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
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{
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this->rotationUp += deltaRadians;
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this->rotationUp = deltaRadians;
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}
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void Player::Jump()
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@ -297,15 +302,15 @@ void Player::Jump()
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bool Player::IsWalking()
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{
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return (this->playerState == PLAYER_STATE::PLAYER_STATE_WALKING);
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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->playerState == PLAYER_STATE::PLAYER_STATE_JUMPING);
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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->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
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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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@ -336,24 +341,32 @@ PLAYER_STATE Player::GetState() const
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void Player::DamageLife(int damage)
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{
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if(damage != 0)
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this->playerStats.hp -= damage;
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// send hp to client
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this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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if(this->playerStats.hp <= 0)
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{
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this->playerStats.hp -= damage;
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if(this->playerStats.hp > 100)
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this->playerStats.hp = 100;
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// send hp to client
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this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
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if(this->playerStats.hp <= 0)
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{
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this->playerStats.hp = 0;
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this->playerState = PLAYER_STATE_DIED;
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}
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this->playerStats.hp = 0;
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this->playerState = PLAYER_STATE_DIED;
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}
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}
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void Player::AddAffectedObject(DynamicObject &AffectedObject)
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{
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//check if object already exists in the list, if so then do not add
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for(int i = 0; i < AffectedObjects.Size(); i++)
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{
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if(AffectedObjects[i]->GetID() == AffectedObject.GetID())
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{
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//object already exists, exit function
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return;
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}
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}
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//else you add the object to the stack
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AffectedObjects.Push(&AffectedObject);
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}
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bool Player::deathTimerTick(float dt)
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{
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this->deathTimer -= dt;
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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);
|
||||
|
|
|
@ -68,7 +68,8 @@ namespace Oyster
|
|||
|
||||
void PreStep(const btCollisionWorld* collisionWorld);
|
||||
|
||||
float GetLambda() const;
|
||||
float GetLambdaUp() const;
|
||||
float GetLambdaForward() const;
|
||||
|
||||
void MoveToLimbo();
|
||||
void ReleaseFromLimbo();
|
||||
|
|
|
@ -185,7 +185,8 @@ namespace Oyster
|
|||
********************************************************/
|
||||
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