Esempio n. 1
0
    private void TryMoveUp(float ifps)
    {
        usedAutoStepping = false;
        lastStepHeight   = 0;
        if (!IsFrozen && MaxStepHeight > 0)         // when player is moving
        {
            // move (apply "position")
            dummy.Transform = GetBodyTransform();

            // find collisions with the capsule
            shape.GetCollision(contacts, 0.0f);
            if (contacts.Count == 0)
            {
                return;
            }

            int contactsCount = MathLib.Min(contacts.Count, contactsBufferSize);

            // find max step height
            for (int i = 0; i < contactsCount; i++)
            {
                ShapeContact c = contacts[i];

                vec3 normalXY   = c.Normal - vec3.UP * MathLib.Dot(vec3.UP, c.Normal);
                vec3 velocityXY = velocity - vec3.UP * MathLib.Dot(vec3.UP, velocity);

                // skip contacts opposite to movement
                if (normalXY.Length2 > MathLib.EPSILON && velocityXY.Length2 > MathLib.EPSILON &&
                    MathLib.Dot(normalXY.Normalized, velocityXY.Normalized) > 0.5f)
                {
                    continue;
                }

                float step = MathLib.Dot(new vec3(c.Point - position), vec3.UP);
                if (lastStepHeight < step)
                {
                    lastStepHeight = step;
                }
            }

            // apply auto stepping
            if (MinStepHeight < lastStepHeight && lastStepHeight < MaxStepHeight)
            {
                position           += new vec3(zAxis * lastStepHeight);
                autoSteppingOffset += new vec3(zAxis * lastStepHeight);

                usedAutoStepping = true;
            }

            if (renderUpPassContacts)
            {
                foreach (var c in contacts)
                {
                    Visualizer.RenderVector(c.Point, c.Point + c.Normal, new vec4(1, 0, 0, 1));
                }
            }
        }
    }
Esempio n. 2
0
    private void UpdateTransform()
    {
        // ortho basis
        vec3 tangent, binormal;

        Geometry.OrthoBasis(vec3.UP, out tangent, out binormal);

        // decompose transformation
        position  = node.WorldPosition - zAxis * (collisionHeight + 2.0f * CollisionRadius);
        direction = MathLib.Normalize(new vec3(-node.WorldTransform.AxisZ));

        // decompose direction
        // in this case don't use properties
        phiAngle   = MathLib.Atan2(MathLib.Dot(direction, tangent), MathLib.Dot(direction, binormal)) * MathLib.RAD2DEG;
        thetaAngle = MathLib.Acos(MathLib.Clamp(MathLib.Dot(direction, vec3.UP), -1.0f, 1.0f)) * MathLib.RAD2DEG - 90.0f;

        // object transformation
        playerBody.WorldTransform = GetBodyTransform();

        // set camera
        camera.Modelview = GetModelview();
    }
Esempio n. 3
0
    private void MoveSide(float ifps)
    {
        vec3 tangent  = vec3.ZERO;
        vec3 binormal = vec3.ZERO;

        for (int i = 0; i < collisionIterations; i++)
        {
            // move (apply "position")
            dummy.Transform = GetBodyTransform();

            // find collisions with the capsule
            shape.GetCollision(contacts, 0.0f);

            // in case of a large number of contacts, we use one iteration to avoid performance degradation
            if (contacts.Count > heavyContactsCount)
            {
                i = collisionIterations - 1;
            }

            if (contacts.Count == 0)
            {
                break;
            }

            int contactsCount = MathLib.Min(contacts.Count, contactsBufferSize);

            float inumContacts = 1.0f / MathLib.Itof(contactsCount);

            float maxSlopeAngle = -MathLib.INFINITY;

            // solving collisions
            for (int j = 0; j < contactsCount; j++)
            {
                ShapeContact c = contacts[j];

                FixContact(ref c);

                float normalSpeed = 0.0f;

                if (IsFrozen)
                {
                    position           += zAxis * c.Depth * inumContacts * MathLib.Dot(zAxis, c.Normal);
                    autoSteppingOffset += zAxis * c.Depth * inumContacts * MathLib.Dot(zAxis, c.Normal);

                    normalSpeed = MathLib.Dot(zAxis, velocity);
                    velocity   -= zAxis * normalSpeed;
                }
                else
                {
                    position           += c.Normal * c.Depth * inumContacts;
                    autoSteppingOffset += c.Normal * c.Depth * inumContacts;
                    IsFrozen            = false;

                    normalSpeed = MathLib.Dot(c.Normal, velocity);
                    velocity   -= c.Normal * normalSpeed;
                }

                // friction
                if (targetSpeed < MathLib.EPSILON)
                {
                    Geometry.OrthoBasis(c.Normal, out tangent, out binormal);

                    float tangentSpeed  = MathLib.Dot(tangent, velocity);
                    float binormalSpeed = MathLib.Dot(binormal, velocity);

                    if (MathLib.Abs(tangentSpeed) > MathLib.EPSILON || MathLib.Abs(binormalSpeed) > MathLib.EPSILON)
                    {
                        float frictionSpeed = MathLib.Max(-normalSpeed, 0.0f) * friction * MathLib.Rsqrt(tangentSpeed * tangentSpeed + binormalSpeed * binormalSpeed);
                        frictionSpeed = MathLib.Clamp(frictionSpeed, -1.0f, 1.0f);

                        velocity -= tangent * tangentSpeed * frictionSpeed;
                        velocity -= binormal * binormalSpeed * frictionSpeed;
                    }
                }

                if (MathLib.Dot(c.Normal, vec3.UP) > 0.5f && MathLib.Dot(new vec3(c.Point - shape.BottomCap), vec3.UP) < 0.0f)
                {
                    IsGround = true;

                    float angle = MathLib.GetAngle(vec3.UP, c.Normal);
                    if (angle > maxSlopeAngle && 0 < angle && angle < 90.0f)
                    {
                        slopeNormal   = c.Normal;
                        slopePoint    = c.Point;
                        slopeAngle    = angle;
                        maxSlopeAngle = angle;
                    }
                }

                if (MathLib.Dot(c.Normal, vec3.UP) < -0.5f && MathLib.Dot(new vec3(c.Point - shape.TopCap), vec3.UP) > 0.0f)
                {
                    IsCeiling = true;
                }
            }

            if (renderSidePassContacts)
            {
                foreach (var c in contacts)
                {
                    Visualizer.RenderVector(c.Point, c.Point + c.Normal, new vec4(0, 1, 1, 1));
                }
            }
        }
    }
Esempio n. 4
0
 private void UpdatePosition(float ifps)
 {
     position += new vec3(velocity * ifps);
 }
Esempio n. 5
0
    private void Init()
    {
        if (showAdvancedSettings)
        {
            showAdvancedSettings = false;
        }

        if (useExternalBody)
        {
            useExternalBody = false;
        }

        PlayerDummy player = node as PlayerDummy;

        if (!player)
        {
            return;
        }

        // decompose transformation
        position  = node.WorldPosition;
        direction = MathLib.Normalize(new vec3(-node.WorldTransform.AxisZ));

        camera = player.Camera;

        if (playerBody)
        {
            dummy = playerBody.Body as BodyDummy;
            if (dummy)
            {
                for (int i = 0; i < dummy.NumShapes; i++)
                {
                    if (!shape)
                    {
                        shape = dummy.GetShape(i) as ShapeCapsule;
                    }
                }

                if (shape)
                {
                    shape.Restitution = 0.0f;
                    shape.Continuous  = false;

                    PhysicalIntersectionMask = shape.PhysicsIntersectionMask;
                    CollisionMask            = shape.CollisionMask;
                    Mass            = shape.Mass;
                    CollisionRadius = shape.Radius;
                    CollisionHeight = shape.Height;
                }
            }
        }

        if (!dummy || !shape)
        {
            if (playerBody)
            {
                playerBody.Enabled = false;
            }

            playerBody = new ObjectDummy();
            dummy      = new BodyDummy();

            shape             = new ShapeCapsule(1.0f, 1.0f);
            shape.Restitution = 0.0f;
            shape.Continuous  = false;

            dummy.Enabled   = true;
            playerBody.Body = dummy;
            shape.Body      = dummy;

            PhysicalIntersectionMask = physicalIntersectionMask;
            CollisionMask            = collisionMask;
            Mass            = mass;
            CollisionRadius = collisionRadius;
            CollisionHeight = collisionHeight;
        }

        contacts = new List <ShapeContact>();

        UpdateTransform();

        maxSlopeAngle   = MathLib.Max(maxSlopeAngle, maxStaticSlopeAngle);
        maxSlidingSpeed = MathLib.Max(maxSlidingSpeed, minSlidingSpeed);

        if (showDebug)
        {
            Visualizer.Enabled   = true;
            Render.ShowTriangles = 1;
        }

        isInitialized = true;
    }
Esempio n. 6
0
    /// <summary>
    /// This function fixed contacts only with external objects for capsule
    /// </summary>
    private void FixContact(ref ShapeContact contact)
    {
        Vec3 firstPoint = Vec3.ZERO;

        // set first point for intersection
        // it's bottom or top sphere of capsule
        // or cylinder part of capsule
        if (contact.Point.z < shape.BottomCap.z)
        {
            firstPoint = shape.BottomCap;
        }
        else if (shape.BottomCap.z <= contact.Point.z && contact.Point.z <= shape.TopCap.z)
        {
            firstPoint = new Vec3(shape.TopCap.x, shape.TopCap.y, contact.Point.z);
        }
        else
        {
            firstPoint = shape.TopCap;
        }

        // try get contact object
        WorldIntersectionNormal normalIntersection = new WorldIntersectionNormal();
        var hitObj = World.GetIntersection(firstPoint, contact.Point, contactsIntersectionMask, normalIntersection);

        if (hitObj)
        {
            // get real distance to contact
            float distance = (float)(normalIntersection.Point - firstPoint).Length;
            if (distance < shape.Radius)
            {
                // set correct parameters for contact
                contact.Point  = normalIntersection.Point;
                contact.Depth  = shape.Radius - distance;
                contact.Normal = new vec3((firstPoint - contact.Point).Normalize());
            }
            else
            {
                // contact outside capsule
                contact.Point  = Vec3.ZERO;
                contact.Depth  = 0.0f;
                contact.Normal = vec3.ZERO;
            }
        }
        // check contact with horizontal plane, because intersection can't detect it
        else if (MathLib.Dot(vec3.UP, contact.Normal) < MathLib.EPSILON)
        {
            if (contact.Object)
            {
                vec3 scale = contact.Object.WorldScale;

                // check object scale
                if (MathLib.Compare(scale.x, 1.0f) != 1 ||
                    MathLib.Compare(scale.y, 1.0f) != 1 ||
                    MathLib.Compare(scale.z, 1.0f) != 1)
                {
                    // this value avoids jittering
                    contact.Depth = MathLib.Max(Physics.PenetrationTolerance, 0.01f);
                }
            }
        }
        else
        {
            // capsule does not contact with this object
            contact.Point  = Vec3.ZERO;
            contact.Depth  = 0.0f;
            contact.Normal = vec3.ZERO;
        }
    }
Esempio n. 7
0
    private void TryMoveDown(float ifps)
    {
        vec3 moveImpulseXY = moveImpulse - vec3.UP * MathLib.Dot(vec3.UP, moveImpulse);
        Vec3 pos1          = position + (moveImpulseXY.Normalized + vec3.UP) * shape.Radius;
        Vec3 pos2          = pos1 - vec3.UP * shape.Radius;

        WorldIntersectionNormal intersection = new WorldIntersectionNormal();

        Unigine.Object hitObj = World.GetIntersection(pos1, pos2, contactsIntersectionMask, intersection);
        if (hitObj)
        {
            float angle = MathLib.GetAngle(vec3.UP, intersection.Normal);
            if (autoSteppingCancelAngle < angle && angle < 90.0f)
            {
                position        -= autoSteppingOffset;
                usedAutoStepping = false;
                return;
            }
        }

        vec3 velocityXY = velocity - vec3.UP * MathLib.Dot(vec3.UP, velocity);

        pos1   = position + (velocityXY.Normalized + vec3.UP) * shape.Radius;
        pos2   = pos1 - vec3.UP * shape.Radius;
        hitObj = World.GetIntersection(pos1, pos2, contactsIntersectionMask, intersection);
        if (hitObj)
        {
            float angle = MathLib.GetAngle(vec3.UP, intersection.Normal);
            if (autoSteppingCancelAngle < angle && angle < 90.0f)
            {
                position        -= autoSteppingOffset;
                usedAutoStepping = false;
                return;
            }
        }

        // this correction allows to avoid jittering on large stairs
        if (lastStepHeight > shape.Radius)
        {
            if (GravityMultiplier > 1.0f)
            {
                lastStepHeight = shape.Radius / GravityMultiplier - Physics.PenetrationTolerance;
            }
            else
            {
                lastStepHeight = shape.Radius - Physics.PenetrationTolerance;
            }
        }

        // try to drop down the player
        position           -= new vec3(zAxis * lastStepHeight);
        autoSteppingOffset -= new vec3(zAxis * lastStepHeight);

        // move (apply "position")
        dummy.Transform = GetBodyTransform();

        // find collisions with the capsule
        shape.GetCollision(contacts, 0.0f);
        if (contacts.Count == 0)
        {
            return;
        }

        int contactsCount = MathLib.Min(contacts.Count, contactsBufferSize);

        float inumContacts = 1.0f / MathLib.Itof(contactsCount);

        // push up (if collisions exists)
        for (int i = 0; i < contactsCount; i++)
        {
            ShapeContact c = contacts[i];

            position += new vec3(zAxis * (MathLib.Max(c.Depth, 0.0f) * inumContacts * MathLib.Dot(zAxis, c.Normal)));

            if (MathLib.Dot(c.Normal, vec3.UP) > 0.5f && MathLib.Dot(new vec3(c.Point - shape.BottomCap), vec3.UP) < 0.0f)
            {
                IsGround = true;
            }
        }

        if (renderDownPassContacts)
        {
            foreach (var c in contacts)
            {
                Visualizer.RenderVector(c.Point, c.Point + c.Normal, new vec4(0, 1, 0, 1));
            }
        }
    }
Esempio n. 8
0
 public void Hack_UpdatePosition(vec3 newPosition)
 {
     position = newPosition;
 }