Player now has better movement

Something is "dragging" the player slightly, but will be fixed. Bumps up
and down, tweaking physical properties should fix it.
This commit is contained in:
Robin Engman 2014-02-20 15:13:52 +01:00
parent de70388dfb
commit f8f656d7c9
3 changed files with 103 additions and 72 deletions

View File

@ -140,8 +140,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
this->privData->camera.SetPosition( this->privData->player.getPos() );
Float3 offset = Float3( 0.0f );
// DEBUG position of camera so we can see the player model
offset.y = this->privData->player.getScale().y * 5.0f;
offset.z = this->privData->player.getScale().z * -5.0f;
//offset.y = this->privData->player.getScale().y * 5.0f;
//offset.z = this->privData->player.getScale().z * -5.0f;
// !DEBUG
this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();

View File

@ -79,99 +79,133 @@ void Player::BeginFrame()
Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotation(secondTurn*firstUp);
// Direction data
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
/* Handle turning */
/*if (left)
m_turnAngle -= dt * m_turnVelocity;
if (right)
m_turnAngle += dt * m_turnVelocity;
xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize();
upDir.Normalize();
rightDir.Normalize();
// Previous velocities data
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
if (key_forward > 0.001)
// Check for input
if(key_forward > 0.001)
{
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
walkDirection.Normalize();
}
if (key_backward > 0.001)
if(key_backward > 0.001)
{
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
walkDirection.Normalize();
}
if (key_strafeRight > 0.001)
if(key_strafeRight > 0.001)
{
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
walkDirection.Normalize();
walkDirection += rightDir;
}
if (key_strafeLeft > 0.001)
if(key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection += rightDir;
walkDirection -= rightDir;
}
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
{
if(key_forward <= 0.001 && key_backward <= 0.001)
{
forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
}
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
{
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
}
}
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
walkDirection.Normalize();
maxSpeed = 40;
}
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
{
/* Dampen when on the ground and not being moved by the player */
linearVelocity *= 0.2f;
this->rigidBody->SetLinearVelocity (linearVelocity);
}
else
{
if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
// If on the ground, accelerate normally
if(this->rigidBody->GetLambda() < 0.9f)
{
Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
this->rigidBody->SetLinearVelocity(velocity);
if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
}
}
else if(speed < maxSpeed)
// If in the air, accelerate slower
if(this->rigidBody->GetLambda() >= 0.9f)
{
Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
this->rigidBody->SetLinearVelocity(velocity);
if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
}
}
}
if (key_jump > 0.001)
// Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{
this->key_jump -= this->gameInstance->GetFrameTime();
if(this->rigidBody->GetLambda() < 1.0f)
if(this->rigidBody->GetLambda() < 0.9f)
{
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
}
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
if(pos == Oyster::Math::Float3(0,0,0))
int i =0;
//this->weapon->Update(0.01f);
}
void Player::EndFrame()
{
// snap to axis
Oyster::Math::Float4 rotation;
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
//Object::EndFrame();
}
void Player::Move(const PLAYER_MOVEMENT &movement)
@ -235,13 +269,10 @@ void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D:
// this is the camera right vector
this->lookDir = lookDir;
//Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1];
//this->rigidBody->SetUpAndRight(up, right);
}
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
{
this->rotationUp += deltaRadians;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
}
void Player::Jump()

View File

@ -168,9 +168,15 @@ void SimpleRigidBody::SetRotationAsAngularAxis(::Oyster::Math::Float4 angularAxi
return;
}
float s = sin(angularAxis.w/2);
float x = angularAxis.x * s;
float y = angularAxis.y * s;
float z = angularAxis.z * s;
float w = cos(angularAxis.w/2);
btTransform trans;
btVector3 vector(angularAxis.x, angularAxis.y, angularAxis.z);
btQuaternion quaternion(vector, angularAxis.w);
btQuaternion quaternion(x,y,z,w);
trans = this->rigidBody->getWorldTransform();
trans.setRotation(quaternion);
@ -263,22 +269,11 @@ Float4x4 SimpleRigidBody::GetRotation() const
Float4 SimpleRigidBody::GetRotationAsAngularAxis()
{
Float4 axis = Float4::null;
Float s = sqrtf(1 - this->state.quaternion.real*this->state.quaternion.real);
btTransform trans;
axis.w = 2*acos(this->state.quaternion.real*this->state.quaternion.real);
if(1 - this->state.quaternion.real > 0.001f)
{
axis.x = this->state.quaternion.imaginary.x/s;
axis.y = this->state.quaternion.imaginary.y/s;
axis.z = this->state.quaternion.imaginary.z/s;
}
else
{
axis.x = this->state.quaternion.imaginary.x;
axis.y = this->state.quaternion.imaginary.y;
axis.z = this->state.quaternion.imaginary.z;
}
trans = this->rigidBody->getWorldTransform();
axis.xyz = trans.getRotation().getAxis();
axis.w = trans.getRotation().getAngle();
return axis;
}
@ -353,7 +348,8 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
{
btTransform xform;
xform = this->rigidBody->getWorldTransform ();
btVector3 down = -xform.getBasis()[1];
Float3 normalDown = -this->state.centerPos.GetNormalized();
btVector3 down(normalDown.x, normalDown.y, normalDown.z);
btVector3 forward = xform.getBasis()[2];
down.normalize ();
forward.normalize();
@ -361,12 +357,17 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
this->raySource[0] = 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());
down.setX(-down.x());
//down.setZ(-down.z());
btVector3 targetPlus = down * this->state.reach.y * btScalar(1.1);
if(this->state.mass == 40)
{
const char* breakpoint = "STOP";
}
this->rayTarget[0] = this->raySource[0] + targetPlus;
this->rayTarget[1] = this->raySource[1] + forward * this->state.reach.y * btScalar(1.1);
@ -383,7 +384,6 @@ void SimpleRigidBody::PreStep (const btCollisionWorld* collisionWorld)
{
if (rayResult.m_collisionObject == m_me)
return 1.0;
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
}
protected: