working on adding reach

This commit is contained in:
Dave Schuyler 2004-04-15 00:27:42 +00:00
parent d300204fa0
commit 265fe859ad
6 changed files with 202 additions and 2 deletions

View File

@ -41,6 +41,28 @@ get_offset() const {
return _offset;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerFloor::set_reach
// Access: Public
// Description: Sets the reach to add to (or subtract from)
// the highest collision point
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerFloor::
set_reach(float reach) {
_reach = reach;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerFloor::get_reach
// Access: Public
// Description: Returns the reach to add to (or subtract from)
// the highest collision point
////////////////////////////////////////////////////////////////////
INLINE float CollisionHandlerFloor::
get_reach() const {
return _reach;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerFloor::set_max_velocity
// Access: Public

View File

@ -33,6 +33,7 @@ TypeHandle CollisionHandlerFloor::_type_handle;
CollisionHandlerFloor::
CollisionHandlerFloor() {
_offset = 0.0f;
_reach = 1.0f;
_max_velocity = 0.0f;
}
@ -45,6 +46,88 @@ CollisionHandlerFloor::
~CollisionHandlerFloor() {
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::set_highest_collision
// Access: Protected
// Description:
//
//
//
//
//
//
////////////////////////////////////////////////////////////////////
float CollisionHandlerFloor::
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;
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 &&
(!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;
}
//#*#_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 1
// 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);
#endif
return max_height;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerFloor::handle_entries
// Access: Protected, Virtual
@ -83,6 +166,7 @@ handle_entries() {
} else {
ColliderDef &def = (*ci).second;
{
#if 0
// Get the maximum height for all collisions with this node.
bool got_max = false;
float max_height = 0.0f;
@ -116,6 +200,12 @@ handle_entries() {
// Now set our height accordingly.
float adjust = max_height + _offset;
#else
float max_height = set_highest_collision(def._target, from_node_path, entries);
// Now set our height accordingly.
float adjust = max_height + _offset;
#endif
if (!IS_THRESHOLD_ZERO(adjust, 0.001)) {
if (collide_cat.is_debug()) {
collide_cat.debug()

View File

@ -40,15 +40,20 @@ PUBLISHED:
INLINE void set_offset(float offset);
INLINE float get_offset() const;
INLINE void set_reach(float reach);
INLINE float get_reach() const;
INLINE void set_max_velocity(float max_vel);
INLINE float get_max_velocity() const;
protected:
float set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries);
virtual bool handle_entries();
virtual void apply_linear_force(ColliderDef &def, const LVector3f &force);
private:
float _offset;
float _reach;
float _max_velocity;

View File

@ -41,6 +41,28 @@ get_offset() const {
return _offset;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::set_reach
// Access: Public
// Description: Sets the reach to add to (or subtract from)
// the highest collision point
////////////////////////////////////////////////////////////////////
INLINE void CollisionHandlerGravity::
set_reach(float reach) {
_reach = reach;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::get_reach
// Access: Public
// Description: Returns the reach to add to (or subtract from)
// the highest collision point
////////////////////////////////////////////////////////////////////
INLINE float CollisionHandlerGravity::
get_reach() const {
return _reach;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::get_airborne_height
// Access: Public

View File

@ -33,6 +33,7 @@ TypeHandle CollisionHandlerGravity::_type_handle;
CollisionHandlerGravity::
CollisionHandlerGravity() {
_offset = 0.0f;
_reach = 1.0f;
_airborne_height = 0.0f;
_impact_velocity = 0.0f;
_gravity = 32.174f;
@ -60,6 +61,57 @@ CollisionHandlerGravity::
//
//
////////////////////////////////////////////////////////////////////
#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
// 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.
@ -88,7 +140,7 @@ set_highest_collision(const NodePath &target_node_path, const NodePath &from_nod
}
float height = point[2];
if (height < _offset &&
if (height < _offset + _reach &&
(!got_max || height > max_height)) {
got_max = true;
max_height = height;
@ -129,6 +181,7 @@ set_highest_collision(const NodePath &target_node_path, const NodePath &from_nod
return max_height;
}
#endif
////////////////////////////////////////////////////////////////////
// Function: CollisionHandlerGravity::handle_entries
@ -165,7 +218,11 @@ handle_entries() {
float max_height = set_highest_collision(def._target, from_node_path, entries);
// Now set our height accordingly.
float adjust = max_height; // #*# + _offset;
#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()

View File

@ -40,6 +40,9 @@ PUBLISHED:
INLINE void set_offset(float offset);
INLINE float get_offset() const;
INLINE void set_reach(float reach);
INLINE float get_reach() const;
INLINE float get_airborne_height() const;
INLINE bool is_on_ground() const;
INLINE float get_impact_velocity() const;
@ -61,6 +64,7 @@ protected:
private:
float _offset;
float _reach;
float _airborne_height;
float _impact_velocity;
float _gravity;