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source: orxonox.OLD/branches/single_player_map/src/lib/collision_reaction/cr_physics_ground_walk.cc @ 9058

Last change on this file since 9058 was 9058, checked in by bottac, 18 years ago
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[8200]1/*
2   orxonox - the future of 3D-vertical-scrollers
[8894]3
[8200]4   Copyright (C) 2004 orx
[8894]5
[8200]6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
[8894]10
[8200]11   ### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_REACTION
17
18#include "collision.h"
19#include "collision_event.h"
20
21#include "physics_interface.h"
22
23#include "world_entity.h"
24#include "cr_physics_ground_walk.h"
[9003]25#include "collision_reaction.h"
[8200]26
[8288]27#include <vector>
28
[8894]29#include "debug.h"
30
[8796]31#include "aabb.h"
32
[8894]33#include "cr_defs.h"
34
[8200]35using namespace std;
36
37
38/**
39 *  standard constructor
40 */
41CRPhysicsGroundWalk::CRPhysicsGroundWalk ()
[8724]42    : CollisionReaction()
[8200]43{
[8203]44  this->setClassID(CL_CR_PHYSICS_GROUND_WALK, "CRPhysicsGroundWalk");
[8200]45}
46
47
48/**
49 *  standard deconstructor
50 */
51CRPhysicsGroundWalk::~CRPhysicsGroundWalk ()
[8724]52{}
[8200]53
54
55/**
56 * caluculates and applys the reaction to a specific collision
57 *  @param collision the collision
58 */
59void CRPhysicsGroundWalk::reactToCollision(Collision* collision)
60{
[8288]61
[8796]62  AABB* box = collision->getEntityB()->getModelAABB();
[8894]63  WorldEntity* entity = collision->getEntityB();
64
65  if( box == NULL)
66  {
67    PRINTF(2)("this model has no aabb box so there is no correct collision reaction implemented. skipping\n");
68    return;
69  }
70
71
[9003]72  float CR_MAX_WALK_HEIGHT = 2.0f;
73  float CR_THRESHOLD = 0.2f;
74
75  float height = 0;
76  float front = 0;
77  float side = 0;
78
79  //PRINTF(0)("collision raction======================================\n");
80
81  const std::vector<CollisionEvent*>* collisionEvents = &(collision->getCollisionEvents());
82  std::vector<CollisionEvent*>::const_iterator it = collisionEvents->begin();
83  for(; it != collisionEvents->end(); it++)
[8894]84  {
85
[9003]86    CollisionEvent* ce = (*it);
87    Vector normal = ce->getGroundNormal();
[8894]88
[9003]89    // calculate the collision position
90    Vector collPos =  collision->getEntityB()->getAbsCoor()  + box->center - ce->getCollisionPosition();
[8894]91
[9003]92    // test the 3 axis differently
93    switch( ce->getType())
94    {
95        // collision in the x-axis
96      case COLLISION_TYPE_AXIS_X:
[9050]97        front = collPos.len() - box->halfLength[0]; // should be [0]
[8894]98
[9003]99        // object is beneath the plane (ground)
100        if( front <= 0.0f )
101        {
[9050]102          Vector dirX = entity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize();
103          Vector backoff = dirX * front;
[9054]104         
105          entity->setAbsCoor(entity->getLastAbsCoor());
106         // entity->shiftCoor(backoff);
[9003]107        }
108        // object is already in the wall
109        else if( ce->isInWall())
110        {
[9054]111              entity->setAbsCoor(entity->getLastAbsCoor());
[9003]112        }
113        break;
[9058]114       
115      case COLLISION_TYPE_AXIS_X_NEG:
116        front = collPos.len() - box->halfLength[0]; // should be [0]
[8894]117
[9058]118        // object is beneath the plane (ground)
119        if( front <= 0.0f )
120        {
121          Vector dirX = entity->getAbsDirX(); dirX.y = 0.0f; dirX.normalize();
122          Vector backoff = dirX * front * -1.0f;
123         
124          entity->setAbsCoor(entity->getLastAbsCoor());
125         // entity->shiftCoor(backoff);
126        }
127        // object is already in the wall
128        else if( ce->isInWall())
129        {
130          entity->setAbsCoor(entity->getLastAbsCoor());
131        }
132        break;
[8894]133
[9058]134
[9003]135        // collision in the y-axis
[9058]136      case COLLISION_TYPE_AXIS_Y_NEG:
[9003]137        // calulate the height above ground
138        height = collPos.y - box->halfLength[1];
[8894]139
140
[9003]141        // object is beneath the plane (ground)
[9050]142        if(height >= 0.0f && height <= 0.0001f) break ;// Do nothing
143        else if( height < 0.0f )
[9003]144        {
[9050]145          entity->shiftCoor(Vector(0.0f, -height + 0.00001, 0.0f));
[9003]146          entity->setOnGround(true);
147        }
148        // object is already in the wall
149        else if( ce->isInWall())
150        {
151          entity->setAbsCoor(entity->getLastAbsCoor());
152        }
153        else
154        {
155          // entity is not on ground
156          entity->setOnGround(false);
157        }
158        break;
[8894]159
160
[9003]161        // collision in the z-axis
162      case COLLISION_TYPE_AXIS_Z:
[8894]163
[9050]164        side = collPos.len()  - box->halfLength[2]; // should be [2]
[8894]165
[9003]166        // object is beneath the plane (ground)
167        if( side <= 0.0f )
168        {
[9054]169          entity->setAbsCoor(entity->getAbsCoor());
[9058]170          Vector dirZ = entity->getAbsDirZ(); dirZ.y = 0.0f; dirZ.normalize();
171          Vector backoff = dirZ * side;
172          entity->shiftCoor(backoff);
[9003]173        }
174        // object is already in the wall
175        else if( ce->isInWall())
176        {
[9054]177          entity->setAbsCoor(entity->getLastAbsCoor());
[9003]178        }
179        break;
[9058]180       
181       
182         // collision in the z-axis
183      case COLLISION_TYPE_AXIS_Z_NEG:
184
185        side = collPos.len()  - box->halfLength[2]; // should be [2]
186
187        // object is beneath the plane (ground)
188        if( side <= 0.0f )
189        {
190         
191          Vector dirZ = entity->getAbsDirZ(); dirZ.y = 0.0f; dirZ.normalize();
192          Vector backoff = dirZ * side*-1.0f;
193          entity->shiftCoor(backoff);
194        }
195        // object is already in the wall
196        else if( ce->isInWall())
197        {
198          entity->setAbsCoor(entity->getLastAbsCoor());
199        }
200        break;
[9003]201    }
202  }
[9057]203  //PRINTF(0)("collision distances: x: %f, y: %f, z: %f\n", front, height, side);
[8894]204
[9003]205
206
207
208
209
[8894]210#if 0
211  if( box != NULL)
[8796]212    height = ( ce->getCollisionPosition() - collision->getEntityB()->getAbsCoor() )*(-1.0f) ;
213  else
214    height = ce->getCollisionPosition() - collision->getEntityB()->getAbsCoor() ;
[8724]215
216
[9003]217  if( box != NULL)
218  {
[8724]219
[8894]220
[9003]221    if(ce->getCollisionPosition().x <= 0.9 && ce->getGroundNormal().len() <= 1.4f)
222    {
[8796]223      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
224      return;
225    }
[9003]226    if(ce->getCollisionPosition().z <= 0.9 && ce->getGroundNormal().len() <= 1.4f)
227    {
[8796]228      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
229      return;
230    }
[8724]231
[9003]232    if(ce->getGroundNormal().len() <= 0.1f)
233    {
[8796]234      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getLastAbsCoor());
235      return;
236    }
[8894]237
238
[9003]239    if(ce->getGroundNormal().len() >= 1.4f)
240    {
[8724]241      downspeed++;
242      collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,-0.08*downspeed,0.0));
[8796]243      return;
[8724]244    }
245
[8796]246
247    if(height.y > box->halfLength[1] + 0.0f ) // Above ground
[8724]248    {
[8894]249      if(height.y < box->halfLength[1] + 2.3f) // Snap in
[8796]250      {
251        downspeed = 0;
252        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() - Vector(0.0,height.y  - box->halfLength[1] - 0.0f,0.0));
253      } else
254      {
255        downspeed++;
256        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0,-0.08*downspeed,0.0));
257      }
258
[8724]259    }
[9003]260    else
261    {
[8796]262      if(height.y <  box->halfLength[1] + 0.0f   /* && height.y  >  - 55.0f*/) // below ground
263      {
264        //if(downspeed <= 0) downspeed =1;
[8894]265        collision->getEntityB()->setAbsCoor(collision->getEntityB()->getAbsCoor() + Vector(0.0, -height.y  +  box->halfLength[1] + 2.0f,0.0));
[8796]266        //collision->getEntityB()->setVelocity(Vector(0.0,0.0,0.0));
267        downspeed = 0;
268      }
[8724]269
[8796]270    }
[8724]271
[8796]272  }// if(box!= NULL)
[8894]273#endif
[8724]274  /*
[8341]275  PRINTF(0)("Collision with Ground: \n");
276  collision->getEntityB()->getAbsCoor().debug();
[8724]277  collision->getEntityB()->setVelocity(Vector());
278  collision->getEntityB()->setAbsCoor(this->lastPositions[1]);
[8341]279
[8724]280  */
[8894]281
[8256]282}
[8200]283
[8256]284
285
[8724]286
[8256]287/**
288 * use this to do some collision offline calculations, only called for bContinuousPoll == true
289 */
290void CRPhysicsGroundWalk::update(WorldEntity* owner)
[9003]291{}
[8894]292
[8200]293
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