open_toontown_panda3d/panda/src/collide/collisionHandlerGravity.cxx

319 lines
11 KiB
C++
Executable File

// Filename: CollisionHandlerGravity.cxx
// Created by: drose (16Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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 "collisionHandlerGravity.h"
#include "collisionNode.h"
#include "collisionEntry.h"
#include "config_collide.h"
#include "collisionPlane.h"
#include "clockObject.h"
TypeHandle CollisionHandlerGravity::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CollisionHandlerGravity::
CollisionHandlerGravity() {
_offset = 0.0f;
_reach = 1.0f;
_airborne_height = 0.0f;
_impact_velocity = 0.0f;
_gravity = 32.174f;
_current_velocity = 0.0f;
_max_velocity = 400.0f;
_contact_normal = LVector3f::zero();
_legacy_mode = false;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CollisionHandlerGravity::
~CollisionHandlerGravity() {
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::set_highest_collision
// Access: Protected
// Description:
//
//
//
//
//
//
////////////////////////////////////////////////////////////////////
#define OLD_COLLISION_HANDLER_GRAVITY 0
#if OLD_COLLISION_HANDLER_GRAVITY
float CollisionHandlerGravity::
set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) {
// Get the maximum height for all collisions with this node.
bool got_max = false;
float max_height = 0.0f;
CollisionEntry *highest = NULL;
Entries::const_iterator ei;
for (ei = entries.begin(); ei != entries.end(); ++ei) {
CollisionEntry *entry = (*ei);
nassertr(entry != (CollisionEntry *)NULL, 0.0f);
nassertr(from_node_path == entry->get_from_node_path(), 0.0f);
if (entry->has_surface_point()) {
LPoint3f point = entry->get_surface_point(target_node_path);
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Intersection point detected at " << point << "\n";
}
float height = point[2];
if (!got_max || height > max_height) {
got_max = true;
max_height = height;
highest = entry;
}
}
}
//#*#_has_contact = got_max;
#if 0
cout<<"\ncolliding with:\n";
for (Colliding::const_iterator i = _current_colliding.begin(); i != _current_colliding.end(); ++i) {
(**i).write(cout, 2);
}
cout<<"\nhighest:\n";
highest->write(cout, 2);
cout<<endl;
#endif
if (_legacy_mode) {
// We only collide with things we are impacting with.
// Remove the collisions:
_current_colliding.clear();
// Add only the one that we're impacting with:
add_entry(highest);
}
return max_height;
}
#else
float CollisionHandlerGravity::
set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) {
// Get the maximum height for all collisions with this node.
// This is really the distance to-the-ground, so it will
// be negative when the avatar is above the ground.
// Larger values (less negative) are higher elevation (assuming
// the avatar is right-side-up (or the ray is plumb)).
bool got_max = false;
bool got_min = false;
float max_height = 0.0f;
float min_height = 0.0f;
CollisionEntry *highest = NULL;
CollisionEntry *lowest = NULL;
pvector<PT(CollisionEntry)> valid_entries;
Entries::const_iterator ei;
for (ei = entries.begin(); ei != entries.end(); ++ei) {
CollisionEntry *entry = (*ei);
nassertr(entry != (CollisionEntry *)NULL, 0.0f);
nassertr(from_node_path == entry->get_from_node_path(), 0.0f);
if (entry->has_surface_point()) {
LPoint3f point = entry->get_surface_point(target_node_path);
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Intersection point detected at " << point << "\n";
}
float height = point[2];
if(height < _offset + _reach) {
valid_entries.push_back(entry);
if (!got_max || height > max_height) {
got_max = true;
max_height = height;
highest = entry;
}
}
if (!got_min || height < min_height) {
got_min = true;
min_height = height;
lowest = entry;
}
}
}
if (!got_max && got_min) {
// We've fallen through the world, but we're also under some walkable
// geometry.
// Move us up to the lowest surface:
got_max = true;
max_height = min_height;
highest = lowest;
valid_entries.push_back(lowest);
}
//#*#_has_contact = got_max;
#if 0
cout<<"\ncolliding with:\n";
for (Colliding::const_iterator i = _current_colliding.begin(); i != _current_colliding.end(); ++i) {
(**i).write(cout, 2);
}
cout<<"\nhighest:\n";
highest->write(cout, 2);
cout<<endl;
#endif
// We only collide with things we are impacting with.
// Remove the collisions:
_current_colliding.clear();
if (_legacy_mode) {
// Add only the one that we're impacting with:
add_entry(highest);
} else {
_current_colliding.insert(valid_entries.begin(), valid_entries.end());
}
// Set the contact normal so that other code can make use of the
// surface slope:
if (highest->get_into()->is_of_type(CollisionPlane::get_class_type())) {
// This is asking: what is the normal of the plane that the avatar
// is colliding with relative to the avatar. A positive y valye means
// the avatar is facing downhill and a negative y value means the
// avatar is facing uphill.
//_contact_normal = DCAST(CollisionPlane, highest->get_into())->get_normal() * from_node_path.get_mat(highest->get_into_node_path());
//_contact_normal = DCAST(CollisionPlane, highest->get_into())->get_normal();
// This is asking: what is the normal of the avatar that the avatar
// is colliding with relative to the plane.
CPT(TransformState) transform = highest->get_into_node_path().get_transform(from_node_path);
_contact_normal = DCAST(CollisionPlane, highest->get_into())->get_normal() * transform->get_mat();
} else {
_contact_normal = highest->get_surface_normal(from_node_path);
}
return max_height;
}
#endif
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::handle_entries
// Access: Protected, Virtual
// Description: Called by the parent class after all collisions have
// been detected, this manages the various collisions
// and moves around the nodes as necessary.
//
// The return value is normally true, but it may be
// false to indicate the CollisionTraverser should
// disable this handler from being called in the future.
////////////////////////////////////////////////////////////////////
bool CollisionHandlerGravity::
handle_entries() {
bool okflag = true;
FromEntries::const_iterator fi;
for (fi = _from_entries.begin(); fi != _from_entries.end(); ++fi) {
const NodePath &from_node_path = (*fi).first;
const Entries &entries = (*fi).second;
Colliders::iterator ci;
ci = _colliders.find(from_node_path);
if (ci == _colliders.end()) {
// Hmm, someone added a CollisionNode to a traverser and gave
// it this CollisionHandler pointer--but they didn't tell us
// about the node.
collide_cat.error()
<< get_type() << " doesn't know about "
<< from_node_path << ", disabling.\n";
okflag = false;
} else {
ColliderDef &def = (*ci).second;
float max_height = set_highest_collision(def._target, from_node_path, entries);
// Now set our height accordingly.
#if OLD_COLLISION_HANDLER_GRAVITY
float adjust = max_height + _offset;
#else
float adjust = max_height + _offset;
#endif
if (_current_velocity > 0.0f || !IS_THRESHOLD_ZERO(adjust, 0.001)) {
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Adjusting height by " << adjust << "\n";
}
if (_current_velocity > 0.0f || adjust) {
// ...we have a vertical thrust,
// ...or the node is above the floor, so it is airborne.
float dt = ClockObject::get_global_clock()->get_dt();
// Fyi, the sign of _gravity is reversed. I think it makes the get_*() set_*()
// more intuitive to do it this way.
float gravity_adjust = _current_velocity * dt + 0.5 * -_gravity * dt * dt;
if (adjust > 0.0f) {
// ...the node is under the floor, so it has landed.
// Keep the adjust to bring us up to the ground and
// then add the gravity_adjust to get us airborne:
adjust += max(0.0f, gravity_adjust);
} else {
// ...the node is above the floor, so it is airborne.
adjust = max(adjust, gravity_adjust);
}
_current_velocity -= _gravity * dt;
// Record the airborne height in case someone else needs it:
_airborne_height = -(max_height + _offset) + adjust;
assert(_airborne_height >= -0.001f);
}
if (_airborne_height < 0.001f && _current_velocity < 0.001f) {
// ...the node is under the floor, so it has landed.
_impact_velocity = _current_velocity;
// These values are used by is_on_ground().
_current_velocity = _airborne_height = 0.0f;
} else if (_legacy_mode) {
// ...we're airborne.
_current_colliding.clear();
}
CPT(TransformState) trans = def._target.get_transform();
LVecBase3f pos = trans->get_pos();
pos[2] += adjust;
def._target.set_transform(trans->set_pos(pos));
def.updated_transform();
apply_linear_force(def, LVector3f(0.0f, 0.0f, adjust));
} else {
// _impact_velocity = _current_velocity;
_current_velocity = _airborne_height = 0.0f;
if (collide_cat.is_spam()) {
collide_cat.spam()
<< "Leaving height unchanged.\n";
}
}
}
}
return okflag;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::apply_linear_force
// Access: Protected, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void CollisionHandlerGravity::
apply_linear_force(ColliderDef &def, const LVector3f &force) {
}