open_toontown_panda3d/panda/src/bullet/bulletCharacterControllerNo...

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C++

// Filename: bulletCharacterControllerNode.cxx
// Created by: enn0x (21Nov10)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "bulletCharacterControllerNode.h"
TypeHandle BulletCharacterControllerNode::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
BulletCharacterControllerNode::
BulletCharacterControllerNode(BulletShape *shape, PN_stdfloat step_height, const char *name) : BulletBaseCharacterControllerNode(name) {
// Synchronised transform
_sync = TransformState::make_identity();
_sync_disable = false;
// Initial transform
btTransform trans = btTransform::getIdentity();
// Get convex shape (for ghost object)
if (!shape->is_convex()) {
bullet_cat.error() << "a convex shape is required!" << endl;
return;
}
btConvexShape *convex = (btConvexShape *)(shape->ptr());
// Ghost object
_ghost = new btPairCachingGhostObject();
_ghost->setUserPointer(this);
_ghost->setWorldTransform(trans);
_ghost->setInterpolationWorldTransform(trans);
_ghost->setCollisionShape(convex);
_ghost->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
// Up axis
_up = get_default_up_axis();
// Initialise movement
_linear_movement_is_local = false;
_linear_movement.set(0.0f, 0.0f, 0.0f);
_angular_movement = 0.0f;
// Character controller
_character = new btKinematicCharacterController(_ghost, convex, step_height, _up);
_character->setGravity((btScalar)9.81f);
// Retain a pointer to the shape
_shape = shape;
// Default collide mask
// TODO set_into_collide_mask(CollideMask::all_on());
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::set_linear_movement
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
set_linear_movement(const LVector3 &movement, bool is_local) {
nassertv(!movement.is_nan());
_linear_movement = movement;
_linear_movement_is_local = is_local;
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::set_angular_movement
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
set_angular_movement(PN_stdfloat omega) {
_angular_movement = omega;
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::sync_p2b
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
sync_p2b(PN_stdfloat dt, int num_substeps) {
// Synchronise global transform
transform_changed();
// Angular rotation
btScalar angle = dt * deg_2_rad(_angular_movement);
btMatrix3x3 m = _ghost->getWorldTransform().getBasis();
btVector3 up = m[_up];
m *= btMatrix3x3(btQuaternion(up, angle));
_ghost->getWorldTransform().setBasis(m);
// Linear movement
LVector3 vp = _linear_movement / (btScalar)num_substeps;
btVector3 v;
if (_linear_movement_is_local) {
btTransform xform = _ghost->getWorldTransform();
xform.setOrigin(btVector3(0.0f, 0.0f, 0.0f));
v = xform(LVecBase3_to_btVector3(vp));
}
else {
v = LVecBase3_to_btVector3(vp);
}
//_character->setVelocityForTimeInterval(v, dt);
_character->setWalkDirection(v * dt);
_angular_movement = 0.0f;
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::sync_b2p
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
sync_b2p() {
NodePath np = NodePath::any_path((PandaNode *)this);
LVecBase3 scale = np.get_net_transform()->get_scale();
btTransform trans = _ghost->getWorldTransform();
CPT(TransformState) ts = btTrans_to_TransformState(trans, scale);
LMatrix4 m_sync = _sync->get_mat();
LMatrix4 m_ts = ts->get_mat();
if (!m_sync.almost_equal(m_ts)) {
_sync = ts;
_sync_disable = true;
np.set_transform(NodePath(), ts);
_sync_disable = false;
}
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::transform_changed
// Access: Protected
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
transform_changed() {
if (_sync_disable) return;
NodePath np = NodePath::any_path((PandaNode *)this);
CPT(TransformState) ts = np.get_net_transform();
LMatrix4 m_sync = _sync->get_mat();
LMatrix4 m_ts = ts->get_mat();
if (!m_sync.almost_equal(m_ts)) {
_sync = ts;
// Get translation, heading and scale
LPoint3 pos = ts->get_pos();
PN_stdfloat heading = ts->get_hpr().get_x();
LVecBase3 scale = ts->get_scale();
// Set translation
_character->warp(LVecBase3_to_btVector3(pos));
// Set Heading
btMatrix3x3 m = _ghost->getWorldTransform().getBasis();
btVector3 up = m[_up];
m = btMatrix3x3(btQuaternion(up, deg_2_rad(heading)));
_ghost->getWorldTransform().setBasis(m);
// Set scale
_shape->set_local_scale(scale);
}
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::get_shape
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
BulletShape *BulletCharacterControllerNode::
get_shape() const {
return _shape;
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::is_on_ground
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
bool BulletCharacterControllerNode::
is_on_ground() const {
return _character->onGround();
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::can_jump
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
bool BulletCharacterControllerNode::
can_jump() const {
return _character->canJump();
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::do_jump
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
do_jump() {
_character->jump();
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::set_fall_speed
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
set_fall_speed(PN_stdfloat fall_speed) {
_character->setFallSpeed((btScalar)fall_speed);
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::set_jump_speed
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
set_jump_speed(PN_stdfloat jump_speed) {
_character->setJumpSpeed((btScalar)jump_speed);
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::set_max_jump_height
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
set_max_jump_height(PN_stdfloat max_jump_height) {
_character->setMaxJumpHeight((btScalar)max_jump_height);
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::set_max_slope
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
set_max_slope(PN_stdfloat max_slope) {
_character->setMaxSlope((btScalar)max_slope);
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::get_max_slope
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
PN_stdfloat BulletCharacterControllerNode::
get_max_slope() const {
return (PN_stdfloat)_character->getMaxSlope();
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::get_gravity
// Description:
////////////////////////////////////////////////////////////////////
PN_stdfloat BulletCharacterControllerNode::
get_gravity() const {
return (PN_stdfloat)_character->getGravity();
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::set_gravity
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
set_gravity(PN_stdfloat gravity) {
_character->setGravity((btScalar)gravity);
}
////////////////////////////////////////////////////////////////////
// Function: BulletCharacterControllerNode::set_use_ghost_sweep_test
// Description:
////////////////////////////////////////////////////////////////////
void BulletCharacterControllerNode::
set_use_ghost_sweep_test(bool value) {
return _character->setUseGhostSweepTest(value);
}