removed horizontal collision mode and cruft code

This commit is contained in:
Darren Ranalli 2009-03-30 19:02:57 +00:00
parent 0598fc84c3
commit 80cb0752bf
4 changed files with 7 additions and 144 deletions

View File

@ -106,12 +106,6 @@ handle_entries() {
return okflag;
}
if (!_horizontal) {
collide_cat.error() << "collisionHandlerFluidPusher::handle_entries is only supported in "
"horizontal mode" << endl;
nassertr(false, false);
}
// for every fluid mover being pushed...
FromEntries::iterator fei;
for (fei = _from_entries.begin(); fei != _from_entries.end(); ++fei) {
@ -139,18 +133,12 @@ handle_entries() {
// this is the original position delta for the entire frame, before collision response
LVector3f M(from_node_path.get_pos_delta(wrt_node));
if (_horizontal) {
M[2] = 0.0f;
}
// this is used to track position deltas every time we collide against a solid
LVector3f N(M);
collide_cat.info() << "N: " << N << endl;
const LPoint3f orig_pos(from_node_path.get_pos(wrt_node));
CPT(TransformState) prev_trans(from_node_path.get_prev_transform(wrt_node));
const LPoint3f orig_prev_pos(prev_trans->get_pos());
collide_cat.info() << "orig_pos: " << orig_pos << endl;
collide_cat.info() << "orig_prev_pos: " << orig_prev_pos << endl;
// currently we only support spheres as the collider
const CollisionSphere *sphere;
@ -160,41 +148,22 @@ handle_entries() {
LPoint3f sphere_offset = (sphere->get_center() *
from_node_path.get_transform(wrt_node)->get_mat());
from_node_path.set_pos(wrt_node, orig_pos);
collide_cat.info() << "sphere_offset: " << sphere_offset << endl;
// this will hold the final calculated position at each iteration
LPoint3f candidate_final_pos(orig_pos);
if (_horizontal) {
candidate_final_pos[2] = 0.0f;
}
// this holds the position before reacting to collisions
LPoint3f uncollided_pos(candidate_final_pos);
collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
// unit vector facing back into original direction of motion
LVector3f reverse_vec(-M);
if (_horizontal) {
reverse_vec[2] = 0.0f;
}
reverse_vec.normalize();
collide_cat.info() << "reverse_vec: " << reverse_vec << endl;
// unit vector pointing out to the right relative to the direction of motion,
// looking into the direction of motion
const LVector3f right_unit(LVector3f::up().cross(reverse_vec));
collide_cat.info() << "right_unit: " << right_unit << endl;
// if both of these become true, we're stuck in a 'corner'
bool left_halfspace_obstructed = false;
bool right_halfspace_obstructed = false;
LVector3f left_halfspace_normal;
LVector3f right_halfspace_normal;
float left_plane_dot = 200.0f;
float right_plane_dot = 200.0f;
// iterate until the mover runs out of movement or gets stuck
while (true) {
collide_cat.info() << "while (true)" << endl;
const CollisionEntry *C = 0;
// find the first (earliest) collision
Entries::const_iterator cei;
@ -213,8 +182,6 @@ handle_entries() {
break;
}
collide_cat.info() << "t: " << C->get_t() << endl;
// move back to initial contact position
LPoint3f contact_pos;
LVector3f contact_normal;
@ -227,107 +194,40 @@ handle_entries() {
}
// calculate the position of the target node at the point of contact
contact_pos -= sphere_offset;
collide_cat.info() << "contact_pos: " << contact_pos << endl;
uncollided_pos = candidate_final_pos;
candidate_final_pos = contact_pos;
LVector3f proj_surface_normal(contact_normal);
if (_horizontal) {
proj_surface_normal[2] = 0.0f;
}
collide_cat.info() << "normal: " << contact_normal << endl;
collide_cat.info() << "proj_surface_normal: " << proj_surface_normal << endl;
LVector3f norm_proj_surface_normal(proj_surface_normal);
norm_proj_surface_normal.normalize();
collide_cat.info() << "norm_proj_surface_normal: " << norm_proj_surface_normal << endl;
// check to see if we're stuck, given this collision
float dot = right_unit.dot(norm_proj_surface_normal);
collide_cat.info() << "dot: " << dot << endl;
if (dot > 0.0f) {
// positive dot means plane is coming from the left (looking along original
// direction of motion)
if (right_halfspace_obstructed) {
// we have obstructions from both directions, we're stuck
break;
}
left_halfspace_obstructed = true;
if (dot < left_plane_dot) {
left_halfspace_normal = norm_proj_surface_normal;
} else {
// detected collision has a steeper plane wrt fwd motion than a previous collision
// continue colliding against the shallower plane
norm_proj_surface_normal = left_halfspace_normal;
}
} else {
// negative dot means plane is coming from the right (looking along original
// direction of motion)
if (left_halfspace_obstructed) {
// we have obstructions from both directions, we're stuck
break;
}
right_halfspace_obstructed = true;
dot = -dot;
if (dot < right_plane_dot) {
right_halfspace_normal = norm_proj_surface_normal;
} else {
// detected collision has a steeper plane wrt fwd motion than a previous collision
// continue colliding against the shallower plane
norm_proj_surface_normal = right_halfspace_normal;
}
}
LVector3f blocked_movement(uncollided_pos - contact_pos);
if (_horizontal) {
blocked_movement[2] = 0.0f;
}
collide_cat.info() << "blocked movement: " << blocked_movement << endl;
float push_magnitude(-blocked_movement.dot(proj_surface_normal));
LVector3f push;
if (push_magnitude < 0.0f) {
// don't ever push into plane, always push out along plane normal
push = LVector3f(0,0,0);
// don't ever push into plane
candidate_final_pos = contact_pos;
} else {
push = norm_proj_surface_normal * push_magnitude;
// calculate new position given that you collided with this thing
// project the final position onto the plane of the obstruction
candidate_final_pos = uncollided_pos + (norm_proj_surface_normal * push_magnitude);
}
// calculate new position given that you collided with this thing
// project the final position onto the plane of the obstruction
candidate_final_pos = uncollided_pos + push;
collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
// set up new current/last positions, re-calculate collisions
candidate_final_pos[2] = orig_pos[2];
from_node_path.set_pos(wrt_node, candidate_final_pos);
CPT(TransformState) prev_trans(from_node_path.get_prev_transform(wrt_node));
collide_cat.info() << "prev_trans->get_pos: " << prev_trans->get_pos() << endl;
prev_trans = prev_trans->set_pos(contact_pos);
collide_cat.info() << "contact_pos: " << contact_pos << endl;
collide_cat.info() << "prev_trans->get_pos: " << prev_trans->get_pos() << endl;
from_node_path.set_prev_transform(wrt_node, prev_trans);
candidate_final_pos[2] = 0.0f;
{
const LPoint3f new_pos(from_node_path.get_pos(wrt_node));
CPT(TransformState) new_prev_trans(from_node_path.get_prev_transform(wrt_node));
const LPoint3f new_prev_pos(new_prev_trans->get_pos());
collide_cat.info() << "new_pos: " << new_pos << endl;
collide_cat.info() << "new_prev_pos: " << new_prev_pos << endl;
}
// recalculate the position delta
N = from_node_path.get_pos_delta(wrt_node);
if (_horizontal) {
N[2] = 0.0f;
}
collide_cat.info() << "N: " << N << endl;
// calculate new collisions given new movement vector
Entries::iterator ei;
@ -355,17 +255,10 @@ handle_entries() {
prev_trans = prev_trans->set_pos(orig_prev_pos);
from_node_path.set_prev_transform(wrt_node, prev_trans);
// don't move in Z
candidate_final_pos[2] = orig_pos[2];
LVector3f net_shove(candidate_final_pos - orig_pos);
LVector3f force_normal(net_shove);
force_normal.normalize();
collide_cat.info() << "candidate_final_pos: " << candidate_final_pos << endl;
collide_cat.info() << "orig_pos: " << orig_pos << endl;
collide_cat.info() << "net_shove: " << net_shove << endl;
// This is the part where the node actually gets moved:
def._target.set_pos(wrt_node, candidate_final_pos);
@ -373,8 +266,6 @@ handle_entries() {
// fix-ups as they see fit:
apply_net_shove(def, net_shove, force_normal);
apply_linear_force(def, force_normal);
collide_cat.info() << endl;
}
}

View File

@ -13,22 +13,3 @@
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPusher::set_horizontal
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerPusher::
set_horizontal(bool flag) {
_horizontal = flag;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerPusher::get_horizontal
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool CollisionHandlerPusher::
get_horizontal() const {
return _horizontal;
}

View File

@ -43,7 +43,6 @@ public:
////////////////////////////////////////////////////////////////////
CollisionHandlerPusher::
CollisionHandlerPusher() {
_horizontal = true;
}
////////////////////////////////////////////////////////////////////
@ -120,12 +119,9 @@ handle_entries() {
} else {
// Shove it just enough to clear the volume.
if (!surface_point.almost_equal(interior_point)) {
if (_horizontal) {
normal[2] = 0.0f;
}
// Just to be on the safe size, we normalize the normal
// vector, even though it really ought to be unit-length
// already (unless we just forced it horizontal, above).
// already.
normal.normalize();
ShoveData sd;

View File

@ -31,9 +31,6 @@ PUBLISHED:
CollisionHandlerPusher();
virtual ~CollisionHandlerPusher();
INLINE void set_horizontal(bool flag);
INLINE bool get_horizontal() const;
protected:
virtual bool handle_entries();
virtual void apply_net_shove(
@ -41,8 +38,6 @@ protected:
const LVector3f &force_normal);
virtual void apply_linear_force(ColliderDef &def, const LVector3f &force);
bool _horizontal;
public:
static TypeHandle get_class_type() {