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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2008 Erwin Coumans  http://bulletphysics.com
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 
17 #include <stdio.h>
18 #include "LinearMath/btIDebugDraw.h"
19 #include "BulletCollision/CollisionDispatch/btGhostObject.h"
20 #include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
21 #include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
22 #include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
23 #include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
24 #include "LinearMath/btDefaultMotionState.h"
25 #include "btKinematicCharacterController.h"
26 
27 
28 // static helper method
29 static btVector3
getNormalizedVector(const btVector3 & v)30 getNormalizedVector(const btVector3& v)
31 {
32 	btVector3 n(0, 0, 0);
33 
34 	if (v.length() > SIMD_EPSILON) {
35 		n = v.normalized();
36 	}
37 	return n;
38 }
39 
40 
41 ///@todo Interact with dynamic objects,
42 ///Ride kinematicly animated platforms properly
43 ///More realistic (or maybe just a config option) falling
44 /// -> Should integrate falling velocity manually and use that in stepDown()
45 ///Support jumping
46 ///Support ducking
47 class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
48 {
49 public:
btKinematicClosestNotMeRayResultCallback(btCollisionObject * me)50 	btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
51 	{
52 		m_me = me;
53 	}
54 
addSingleResult(btCollisionWorld::LocalRayResult & rayResult,bool normalInWorldSpace)55 	virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
56 	{
57 		if (rayResult.m_collisionObject == m_me)
58 			return 1.0;
59 
60 		return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
61 	}
62 protected:
63 	btCollisionObject* m_me;
64 };
65 
66 class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
67 {
68 public:
btKinematicClosestNotMeConvexResultCallback(btCollisionObject * me,const btVector3 & up,btScalar minSlopeDot)69 	btKinematicClosestNotMeConvexResultCallback (btCollisionObject* me, const btVector3& up, btScalar minSlopeDot)
70 	: btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
71 	, m_me(me)
72 	, m_up(up)
73 	, m_minSlopeDot(minSlopeDot)
74 	{
75 	}
76 
addSingleResult(btCollisionWorld::LocalConvexResult & convexResult,bool normalInWorldSpace)77 	virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
78 	{
79 		if (convexResult.m_hitCollisionObject == m_me)
80 			return btScalar(1.0);
81 
82 		if (!convexResult.m_hitCollisionObject->hasContactResponse())
83 			return btScalar(1.0);
84 
85 		btVector3 hitNormalWorld;
86 		if (normalInWorldSpace)
87 		{
88 			hitNormalWorld = convexResult.m_hitNormalLocal;
89 		} else
90 		{
91 			///need to transform normal into worldspace
92 			hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
93 		}
94 
95 		btScalar dotUp = m_up.dot(hitNormalWorld);
96 		if (dotUp < m_minSlopeDot) {
97 			return btScalar(1.0);
98 		}
99 
100 		return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
101 	}
102 protected:
103 	btCollisionObject* m_me;
104 	const btVector3 m_up;
105 	btScalar m_minSlopeDot;
106 };
107 
108 /*
109  * Returns the reflection direction of a ray going 'direction' hitting a surface with normal 'normal'
110  *
111  * from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html
112  */
computeReflectionDirection(const btVector3 & direction,const btVector3 & normal)113 btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal)
114 {
115 	return direction - (btScalar(2.0) * direction.dot(normal)) * normal;
116 }
117 
118 /*
119  * Returns the portion of 'direction' that is parallel to 'normal'
120  */
parallelComponent(const btVector3 & direction,const btVector3 & normal)121 btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal)
122 {
123 	btScalar magnitude = direction.dot(normal);
124 	return normal * magnitude;
125 }
126 
127 /*
128  * Returns the portion of 'direction' that is perpindicular to 'normal'
129  */
perpindicularComponent(const btVector3 & direction,const btVector3 & normal)130 btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal)
131 {
132 	return direction - parallelComponent(direction, normal);
133 }
134 
btKinematicCharacterController(btPairCachingGhostObject * ghostObject,btConvexShape * convexShape,btScalar stepHeight,int upAxis)135 btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis)
136 {
137 	m_upAxis = upAxis;
138 	m_addedMargin = 0.02;
139 	m_walkDirection.setValue(0,0,0);
140 	m_useGhostObjectSweepTest = true;
141 	m_ghostObject = ghostObject;
142 	m_stepHeight = stepHeight;
143 	m_turnAngle = btScalar(0.0);
144 	m_convexShape=convexShape;
145 	m_useWalkDirection = true;	// use walk direction by default, legacy behavior
146 	m_velocityTimeInterval = 0.0;
147 	m_verticalVelocity = 0.0;
148 	m_verticalOffset = 0.0;
149 	m_gravity = 9.8 * 3 ; // 3G acceleration.
150 	m_fallSpeed = 55.0; // Terminal velocity of a sky diver in m/s.
151 	m_jumpSpeed = 10.0; // ?
152 	m_wasOnGround = false;
153 	m_wasJumping = false;
154 	m_interpolateUp = true;
155 	setMaxSlope(btRadians(45.0));
156 	m_currentStepOffset = 0;
157 	full_drop = false;
158 	bounce_fix = false;
159 }
160 
~btKinematicCharacterController()161 btKinematicCharacterController::~btKinematicCharacterController ()
162 {
163 }
164 
getGhostObject()165 btPairCachingGhostObject* btKinematicCharacterController::getGhostObject()
166 {
167 	return m_ghostObject;
168 }
169 
recoverFromPenetration(btCollisionWorld * collisionWorld)170 bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* collisionWorld)
171 {
172 	// Here we must refresh the overlapping paircache as the penetrating movement itself or the
173 	// previous recovery iteration might have used setWorldTransform and pushed us into an object
174 	// that is not in the previous cache contents from the last timestep, as will happen if we
175 	// are pushed into a new AABB overlap. Unhandled this means the next convex sweep gets stuck.
176 	//
177 	// Do this by calling the broadphase's setAabb with the moved AABB, this will update the broadphase
178 	// paircache and the ghostobject's internal paircache at the same time.    /BW
179 
180 	btVector3 minAabb, maxAabb;
181 	m_convexShape->getAabb(m_ghostObject->getWorldTransform(), minAabb,maxAabb);
182 	collisionWorld->getBroadphase()->setAabb(m_ghostObject->getBroadphaseHandle(),
183 						 minAabb,
184 						 maxAabb,
185 						 collisionWorld->getDispatcher());
186 
187 	bool penetration = false;
188 
189 	collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher());
190 
191 	m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
192 
193 	btScalar maxPen = btScalar(0.0);
194 	for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++)
195 	{
196 		m_manifoldArray.resize(0);
197 
198 		btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
199 
200 		btCollisionObject* obj0 = static_cast<btCollisionObject*>(collisionPair->m_pProxy0->m_clientObject);
201                 btCollisionObject* obj1 = static_cast<btCollisionObject*>(collisionPair->m_pProxy1->m_clientObject);
202 
203 		if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse()))
204 			continue;
205 
206 		if (collisionPair->m_algorithm)
207 			collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray);
208 
209 
210 		for (int j=0;j<m_manifoldArray.size();j++)
211 		{
212 			btPersistentManifold* manifold = m_manifoldArray[j];
213 			btScalar directionSign = manifold->getBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0);
214 			for (int p=0;p<manifold->getNumContacts();p++)
215 			{
216 				const btManifoldPoint&pt = manifold->getContactPoint(p);
217 
218 				btScalar dist = pt.getDistance();
219 
220 				if (dist < 0.0)
221 				{
222 					if (dist < maxPen)
223 					{
224 						maxPen = dist;
225 						m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
226 
227 					}
228 					m_currentPosition += pt.m_normalWorldOnB * directionSign * dist * btScalar(0.2);
229 					penetration = true;
230 				} else {
231 					//printf("touching %f\n", dist);
232 				}
233 			}
234 
235 			//manifold->clearManifold();
236 		}
237 	}
238 	btTransform newTrans = m_ghostObject->getWorldTransform();
239 	newTrans.setOrigin(m_currentPosition);
240 	m_ghostObject->setWorldTransform(newTrans);
241 //	printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]);
242 	return penetration;
243 }
244 
stepUp(btCollisionWorld * world)245 void btKinematicCharacterController::stepUp ( btCollisionWorld* world)
246 {
247 	// phase 1: up
248 	btTransform start, end;
249 	m_targetPosition = m_currentPosition + getUpAxisDirections()[m_upAxis] * (m_stepHeight + (m_verticalOffset > 0.f?m_verticalOffset:0.f));
250 
251 	start.setIdentity ();
252 	end.setIdentity ();
253 
254 	/* FIXME: Handle penetration properly */
255 	start.setOrigin (m_currentPosition + getUpAxisDirections()[m_upAxis] * (m_convexShape->getMargin() + m_addedMargin));
256 	end.setOrigin (m_targetPosition);
257 
258 	btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, -getUpAxisDirections()[m_upAxis], btScalar(0.7071));
259 	callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
260 	callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
261 
262 	if (m_useGhostObjectSweepTest)
263 	{
264 		m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration);
265 	}
266 	else
267 	{
268 		world->convexSweepTest (m_convexShape, start, end, callback);
269 	}
270 
271 	if (callback.hasHit())
272 	{
273 		// Only modify the position if the hit was a slope and not a wall or ceiling.
274 		if(callback.m_hitNormalWorld.dot(getUpAxisDirections()[m_upAxis]) > 0.0)
275 		{
276 			// we moved up only a fraction of the step height
277 			m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
278 			if (m_interpolateUp == true)
279 				m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
280 			else
281 				m_currentPosition = m_targetPosition;
282 		}
283 		m_verticalVelocity = 0.0;
284 		m_verticalOffset = 0.0;
285 	} else {
286 		m_currentStepOffset = m_stepHeight;
287 		m_currentPosition = m_targetPosition;
288 	}
289 }
290 
updateTargetPositionBasedOnCollision(const btVector3 & hitNormal,btScalar tangentMag,btScalar normalMag)291 void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag)
292 {
293 	btVector3 movementDirection = m_targetPosition - m_currentPosition;
294 	btScalar movementLength = movementDirection.length();
295 	if (movementLength>SIMD_EPSILON)
296 	{
297 		movementDirection.normalize();
298 
299 		btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal);
300 		reflectDir.normalize();
301 
302 		btVector3 parallelDir, perpindicularDir;
303 
304 		parallelDir = parallelComponent (reflectDir, hitNormal);
305 		perpindicularDir = perpindicularComponent (reflectDir, hitNormal);
306 
307 		m_targetPosition = m_currentPosition;
308 		if (0)//tangentMag != 0.0)
309 		{
310 			btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength);
311 //			printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]);
312 			m_targetPosition +=  parComponent;
313 		}
314 
315 		if (normalMag != 0.0)
316 		{
317 			btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength);
318 //			printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]);
319 			m_targetPosition += perpComponent;
320 		}
321 	} else
322 	{
323 //		printf("movementLength don't normalize a zero vector\n");
324 	}
325 }
326 
stepForwardAndStrafe(btCollisionWorld * collisionWorld,const btVector3 & walkMove)327 void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove)
328 {
329 	// printf("m_normalizedDirection=%f,%f,%f\n",
330 	// 	m_normalizedDirection[0],m_normalizedDirection[1],m_normalizedDirection[2]);
331 	// phase 2: forward and strafe
332 	btTransform start, end;
333 	m_targetPosition = m_currentPosition + walkMove;
334 
335 	start.setIdentity ();
336 	end.setIdentity ();
337 
338 	btScalar fraction = 1.0;
339 	btScalar distance2 = (m_currentPosition-m_targetPosition).length2();
340 //	printf("distance2=%f\n",distance2);
341 
342 	if (m_touchingContact)
343 	{
344 		if (m_normalizedDirection.dot(m_touchingNormal) > btScalar(0.0))
345 		{
346 			//interferes with step movement
347 			//updateTargetPositionBasedOnCollision (m_touchingNormal);
348 		}
349 	}
350 
351 	int maxIter = 10;
352 
353 	while (fraction > btScalar(0.01) && maxIter-- > 0)
354 	{
355 		start.setOrigin (m_currentPosition);
356 		end.setOrigin (m_targetPosition);
357 		btVector3 sweepDirNegative(m_currentPosition - m_targetPosition);
358 
359 		btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, sweepDirNegative, btScalar(0.0));
360 		callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
361 		callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
362 
363 
364 		btScalar margin = m_convexShape->getMargin();
365 		m_convexShape->setMargin(margin + m_addedMargin);
366 
367 
368 		if (m_useGhostObjectSweepTest)
369 		{
370 			m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
371 		} else
372 		{
373 			collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
374 		}
375 
376 		m_convexShape->setMargin(margin);
377 
378 
379 		fraction -= callback.m_closestHitFraction;
380 
381 		if (callback.hasHit())
382 		{
383 			// we moved only a fraction
384 			//btScalar hitDistance;
385 			//hitDistance = (callback.m_hitPointWorld - m_currentPosition).length();
386 
387 //			m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
388 
389 			updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld);
390 			btVector3 currentDir = m_targetPosition - m_currentPosition;
391 			distance2 = currentDir.length2();
392 			if (distance2 > SIMD_EPSILON)
393 			{
394 				currentDir.normalize();
395 				/* See Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */
396 				if (currentDir.dot(m_normalizedDirection) <= btScalar(0.0))
397 				{
398 					break;
399 				}
400 			} else
401 			{
402 //				printf("currentDir: don't normalize a zero vector\n");
403 				break;
404 			}
405 
406 		} else {
407 			// we moved whole way
408 			m_currentPosition = m_targetPosition;
409 		}
410 
411 	//	if (callback.m_closestHitFraction == 0.f)
412 	//		break;
413 
414 	}
415 }
416 
stepDown(btCollisionWorld * collisionWorld,btScalar dt)417 void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt)
418 {
419 	btTransform start, end, end_double;
420 	bool runonce = false;
421 
422 	// phase 3: down
423 	/*btScalar additionalDownStep = (m_wasOnGround && !onGround()) ? m_stepHeight : 0.0;
424 	btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + additionalDownStep);
425 	btScalar downVelocity = (additionalDownStep == 0.0 && m_verticalVelocity<0.0?-m_verticalVelocity:0.0) * dt;
426 	btVector3 gravity_drop = getUpAxisDirections()[m_upAxis] * downVelocity;
427 	m_targetPosition -= (step_drop + gravity_drop);*/
428 
429 	btVector3 orig_position = m_targetPosition;
430 
431 	btScalar downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
432 
433 	if(downVelocity > 0.0 && downVelocity > m_fallSpeed
434 		&& (m_wasOnGround || !m_wasJumping))
435 		downVelocity = m_fallSpeed;
436 
437 	btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
438 	m_targetPosition -= step_drop;
439 
440 	btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, getUpAxisDirections()[m_upAxis], m_maxSlopeCosine);
441         callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
442         callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
443 
444         btKinematicClosestNotMeConvexResultCallback callback2 (m_ghostObject, getUpAxisDirections()[m_upAxis], m_maxSlopeCosine);
445         callback2.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
446         callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
447 
448 	while (1)
449 	{
450 		start.setIdentity ();
451 		end.setIdentity ();
452 
453 		end_double.setIdentity ();
454 
455 		start.setOrigin (m_currentPosition);
456 		end.setOrigin (m_targetPosition);
457 
458 		//set double test for 2x the step drop, to check for a large drop vs small drop
459 		end_double.setOrigin (m_targetPosition - step_drop);
460 
461 		if (m_useGhostObjectSweepTest)
462 		{
463 			m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
464 
465 			if (!callback.hasHit())
466 			{
467 				//test a double fall height, to see if the character should interpolate it's fall (full) or not (partial)
468 				m_ghostObject->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
469 			}
470 		} else
471 		{
472 			collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
473 
474 			if (!callback.hasHit())
475 					{
476 							//test a double fall height, to see if the character should interpolate it's fall (large) or not (small)
477 							collisionWorld->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
478 					}
479 		}
480 
481 		btScalar downVelocity2 = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
482 		bool has_hit = false;
483 		if (bounce_fix == true)
484 			has_hit = callback.hasHit() || callback2.hasHit();
485 		else
486 			has_hit = callback2.hasHit();
487 
488 		if(downVelocity2 > 0.0 && downVelocity2 < m_stepHeight && has_hit == true && runonce == false
489 					&& (m_wasOnGround || !m_wasJumping))
490 		{
491 			//redo the velocity calculation when falling a small amount, for fast stairs motion
492 			//for larger falls, use the smoother/slower interpolated movement by not touching the target position
493 
494 			m_targetPosition = orig_position;
495 					downVelocity = m_stepHeight;
496 
497 				btVector3 step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
498 			m_targetPosition -= step_drop;
499 			runonce = true;
500 			continue; //re-run previous tests
501 		}
502 		break;
503 	}
504 
505 	if (callback.hasHit() || runonce == true)
506 	{
507 		// we dropped a fraction of the height -> hit floor
508 
509 		btScalar fraction = (m_currentPosition.getY() - callback.m_hitPointWorld.getY()) / 2;
510 
511 		//printf("hitpoint: %g - pos %g\n", callback.m_hitPointWorld.getY(), m_currentPosition.getY());
512 
513 		if (bounce_fix == true)
514 		{
515 			if (full_drop == true)
516                                 m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
517                         else
518                                 //due to errors in the closestHitFraction variable when used with large polygons, calculate the hit fraction manually
519                                 m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, fraction);
520 		}
521 		else
522 			m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
523 
524 		full_drop = false;
525 
526 		m_verticalVelocity = 0.0;
527 		m_verticalOffset = 0.0;
528 		m_wasJumping = false;
529 	} else {
530 		// we dropped the full height
531 
532 		full_drop = true;
533 
534 		if (bounce_fix == true)
535 		{
536 			downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt;
537 			if (downVelocity > m_fallSpeed && (m_wasOnGround || !m_wasJumping))
538 			{
539 				m_targetPosition += step_drop; //undo previous target change
540 				downVelocity = m_fallSpeed;
541 				step_drop = getUpAxisDirections()[m_upAxis] * (m_currentStepOffset + downVelocity);
542 				m_targetPosition -= step_drop;
543 			}
544 		}
545 		//printf("full drop - %g, %g\n", m_currentPosition.getY(), m_targetPosition.getY());
546 
547 		m_currentPosition = m_targetPosition;
548 	}
549 }
550 
551 
552 
setWalkDirection(const btVector3 & walkDirection)553 void btKinematicCharacterController::setWalkDirection
554 (
555 const btVector3& walkDirection
556 )
557 {
558 	m_useWalkDirection = true;
559 	m_walkDirection = walkDirection;
560 	m_normalizedDirection = getNormalizedVector(m_walkDirection);
561 }
562 
563 
564 
setVelocityForTimeInterval(const btVector3 & velocity,btScalar timeInterval)565 void btKinematicCharacterController::setVelocityForTimeInterval
566 (
567 const btVector3& velocity,
568 btScalar timeInterval
569 )
570 {
571 //	printf("setVelocity!\n");
572 //	printf("  interval: %f\n", timeInterval);
573 //	printf("  velocity: (%f, %f, %f)\n",
574 //		 velocity.x(), velocity.y(), velocity.z());
575 
576 	m_useWalkDirection = false;
577 	m_walkDirection = velocity;
578 	m_normalizedDirection = getNormalizedVector(m_walkDirection);
579 	m_velocityTimeInterval += timeInterval;
580 }
581 
reset(btCollisionWorld * collisionWorld)582 void btKinematicCharacterController::reset ( btCollisionWorld* collisionWorld )
583 {
584         m_verticalVelocity = 0.0;
585         m_verticalOffset = 0.0;
586         m_wasOnGround = false;
587         m_wasJumping = false;
588         m_walkDirection.setValue(0,0,0);
589         m_velocityTimeInterval = 0.0;
590 
591         //clear pair cache
592         btHashedOverlappingPairCache *cache = m_ghostObject->getOverlappingPairCache();
593         while (cache->getOverlappingPairArray().size() > 0)
594         {
595                 cache->removeOverlappingPair(cache->getOverlappingPairArray()[0].m_pProxy0, cache->getOverlappingPairArray()[0].m_pProxy1, collisionWorld->getDispatcher());
596         }
597 }
598 
warp(const btVector3 & origin)599 void btKinematicCharacterController::warp (const btVector3& origin)
600 {
601 	btTransform xform;
602 	xform.setIdentity();
603 	xform.setOrigin (origin);
604 	m_ghostObject->setWorldTransform (xform);
605 }
606 
607 
preStep(btCollisionWorld * collisionWorld)608 void btKinematicCharacterController::preStep (  btCollisionWorld* collisionWorld)
609 {
610 
611 	int numPenetrationLoops = 0;
612 	m_touchingContact = false;
613 	while (recoverFromPenetration (collisionWorld))
614 	{
615 		numPenetrationLoops++;
616 		m_touchingContact = true;
617 		if (numPenetrationLoops > 4)
618 		{
619 			//printf("character could not recover from penetration = %d\n", numPenetrationLoops);
620 			break;
621 		}
622 	}
623 
624 	m_currentPosition = m_ghostObject->getWorldTransform().getOrigin();
625 	m_targetPosition = m_currentPosition;
626 //	printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]);
627 
628 
629 }
630 
631 #include <stdio.h>
632 
playerStep(btCollisionWorld * collisionWorld,btScalar dt)633 void btKinematicCharacterController::playerStep (  btCollisionWorld* collisionWorld, btScalar dt)
634 {
635 //	printf("playerStep(): ");
636 //	printf("  dt = %f", dt);
637 
638 	// quick check...
639 	if (!m_useWalkDirection && (m_velocityTimeInterval <= 0.0 || m_walkDirection.fuzzyZero())) {
640 //		printf("\n");
641 		return;		// no motion
642 	}
643 
644 	m_wasOnGround = onGround();
645 
646 	// Update fall velocity.
647 	m_verticalVelocity -= m_gravity * dt;
648 	if(m_verticalVelocity > 0.0 && m_verticalVelocity > m_jumpSpeed)
649 	{
650 		m_verticalVelocity = m_jumpSpeed;
651 	}
652 	if(m_verticalVelocity < 0.0 && btFabs(m_verticalVelocity) > btFabs(m_fallSpeed))
653 	{
654 		m_verticalVelocity = -btFabs(m_fallSpeed);
655 	}
656 	m_verticalOffset = m_verticalVelocity * dt;
657 
658 
659 	btTransform xform;
660 	xform = m_ghostObject->getWorldTransform ();
661 
662 //	printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]);
663 //	printf("walkSpeed=%f\n",walkSpeed);
664 
665 	stepUp (collisionWorld);
666 	if (m_useWalkDirection) {
667 		stepForwardAndStrafe (collisionWorld, m_walkDirection);
668 	} else {
669 		//printf("  time: %f", m_velocityTimeInterval);
670 		// still have some time left for moving!
671 		btScalar dtMoving =
672 			(dt < m_velocityTimeInterval) ? dt : m_velocityTimeInterval;
673 		m_velocityTimeInterval -= dt;
674 
675 		// how far will we move while we are moving?
676 		btVector3 move = m_walkDirection * dtMoving;
677 
678 		//printf("  dtMoving: %f", dtMoving);
679 
680 		// okay, step
681 		stepForwardAndStrafe(collisionWorld, move);
682 	}
683 	stepDown (collisionWorld, dt);
684 
685 	// printf("\n");
686 
687 	xform.setOrigin (m_currentPosition);
688 	m_ghostObject->setWorldTransform (xform);
689 }
690 
setFallSpeed(btScalar fallSpeed)691 void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed)
692 {
693 	m_fallSpeed = fallSpeed;
694 }
695 
setJumpSpeed(btScalar jumpSpeed)696 void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed)
697 {
698 	m_jumpSpeed = jumpSpeed;
699 }
700 
setMaxJumpHeight(btScalar maxJumpHeight)701 void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight)
702 {
703 	m_maxJumpHeight = maxJumpHeight;
704 }
705 
canJump() const706 bool btKinematicCharacterController::canJump () const
707 {
708 	return onGround();
709 }
710 
jump()711 void btKinematicCharacterController::jump ()
712 {
713 	if (!canJump())
714 		return;
715 
716 	m_verticalVelocity = m_jumpSpeed;
717 	m_wasJumping = true;
718 
719 #if 0
720 	currently no jumping.
721 	btTransform xform;
722 	m_rigidBody->getMotionState()->getWorldTransform (xform);
723 	btVector3 up = xform.getBasis()[1];
724 	up.normalize ();
725 	btScalar magnitude = (btScalar(1.0)/m_rigidBody->getInvMass()) * btScalar(8.0);
726 	m_rigidBody->applyCentralImpulse (up * magnitude);
727 #endif
728 }
729 
setGravity(btScalar gravity)730 void btKinematicCharacterController::setGravity(btScalar gravity)
731 {
732 	m_gravity = gravity;
733 }
734 
getGravity() const735 btScalar btKinematicCharacterController::getGravity() const
736 {
737 	return m_gravity;
738 }
739 
setMaxSlope(btScalar slopeRadians)740 void btKinematicCharacterController::setMaxSlope(btScalar slopeRadians)
741 {
742 	m_maxSlopeRadians = slopeRadians;
743 	m_maxSlopeCosine = btCos(slopeRadians);
744 }
745 
getMaxSlope() const746 btScalar btKinematicCharacterController::getMaxSlope() const
747 {
748 	return m_maxSlopeRadians;
749 }
750 
onGround() const751 bool btKinematicCharacterController::onGround () const
752 {
753 	return m_verticalVelocity == 0.0 && m_verticalOffset == 0.0;
754 }
755 
756 
getUpAxisDirections()757 btVector3* btKinematicCharacterController::getUpAxisDirections()
758 {
759 	static btVector3 sUpAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) };
760 
761 	return sUpAxisDirection;
762 }
763 
debugDraw(btIDebugDraw * debugDrawer)764 void btKinematicCharacterController::debugDraw(btIDebugDraw* debugDrawer)
765 {
766 }
767 
setUpInterpolate(bool value)768 void btKinematicCharacterController::setUpInterpolate(bool value)
769 {
770 	m_interpolateUp = value;
771 }
772