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https://github.com/panda3d/panda3d.git
synced 2025-10-02 18:03:56 -04:00
working on adding reach
This commit is contained in:
parent
d300204fa0
commit
265fe859ad
@ -41,6 +41,28 @@ get_offset() const {
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return _offset;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::set_reach
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// Access: Public
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// Description: Sets the reach to add to (or subtract from)
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// the highest collision point
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionHandlerFloor::
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set_reach(float reach) {
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_reach = reach;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::get_reach
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// Access: Public
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// Description: Returns the reach to add to (or subtract from)
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// the highest collision point
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionHandlerFloor::
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get_reach() const {
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return _reach;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::set_max_velocity
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// Access: Public
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@ -33,6 +33,7 @@ TypeHandle CollisionHandlerFloor::_type_handle;
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CollisionHandlerFloor::
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CollisionHandlerFloor() {
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_offset = 0.0f;
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_reach = 1.0f;
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_max_velocity = 0.0f;
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}
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@ -45,6 +46,88 @@ CollisionHandlerFloor::
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~CollisionHandlerFloor() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerGravity::set_highest_collision
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// Access: Protected
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// Description:
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//
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//
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//
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//
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//
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//
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////////////////////////////////////////////////////////////////////
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float CollisionHandlerFloor::
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set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) {
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// Get the maximum height for all collisions with this node.
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// This is really the distance to-the-ground, so it will
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// be negative when the avatar is above the ground.
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// Larger values (less negative) are higher elevation (assuming
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// the avatar is right-side-up (or the ray is plumb)).
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bool got_max = false;
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bool got_min = false;
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float max_height = 0.0f;
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float min_height = 0.0f;
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CollisionEntry *highest = NULL;
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CollisionEntry *lowest = NULL;
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Entries::const_iterator ei;
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for (ei = entries.begin(); ei != entries.end(); ++ei) {
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CollisionEntry *entry = (*ei);
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nassertr(entry != (CollisionEntry *)NULL, 0.0f);
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nassertr(from_node_path == entry->get_from_node_path(), 0.0f);
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if (entry->has_surface_point()) {
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LPoint3f point = entry->get_surface_point(target_node_path);
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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<< "Intersection point detected at " << point << "\n";
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}
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float height = point[2];
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if (height < _offset + _reach &&
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(!got_max || height > max_height)) {
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got_max = true;
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max_height = height;
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highest = entry;
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}
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if (!got_min || height < min_height) {
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got_min = true;
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min_height = height;
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lowest = entry;
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}
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}
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}
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if (!got_max && got_min) {
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// We've fallen through the world, but we're also under some walkable
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// geometry.
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// Move us up to the lowest surface:
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got_max = true;
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max_height = min_height;
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highest = lowest;
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}
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//#*#_has_contact = got_max;
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#if 0
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cout<<"\ncolliding with:\n";
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for (Colliding::const_iterator i = _current_colliding.begin(); i != _current_colliding.end(); ++i) {
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(**i).write(cout, 2);
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}
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cout<<"\nhighest:\n";
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highest->write(cout, 2);
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cout<<endl;
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#endif
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#if 1
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// We only collide with things we are impacting with.
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// Remove the collisions:
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_current_colliding.clear();
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// Add only the one that we're impacting with:
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add_entry(highest);
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#endif
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return max_height;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerFloor::handle_entries
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// Access: Protected, Virtual
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@ -83,6 +166,7 @@ handle_entries() {
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} else {
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ColliderDef &def = (*ci).second;
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{
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#if 0
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// Get the maximum height for all collisions with this node.
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bool got_max = false;
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float max_height = 0.0f;
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@ -116,6 +200,12 @@ handle_entries() {
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// Now set our height accordingly.
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float adjust = max_height + _offset;
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#else
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float max_height = set_highest_collision(def._target, from_node_path, entries);
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// Now set our height accordingly.
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float adjust = max_height + _offset;
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#endif
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if (!IS_THRESHOLD_ZERO(adjust, 0.001)) {
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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@ -40,15 +40,20 @@ PUBLISHED:
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INLINE void set_offset(float offset);
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INLINE float get_offset() const;
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INLINE void set_reach(float reach);
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INLINE float get_reach() const;
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INLINE void set_max_velocity(float max_vel);
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INLINE float get_max_velocity() const;
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protected:
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float set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries);
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virtual bool handle_entries();
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virtual void apply_linear_force(ColliderDef &def, const LVector3f &force);
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private:
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float _offset;
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float _reach;
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float _max_velocity;
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@ -41,6 +41,28 @@ get_offset() const {
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return _offset;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerGravity::set_reach
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// Access: Public
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// Description: Sets the reach to add to (or subtract from)
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// the highest collision point
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionHandlerGravity::
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set_reach(float reach) {
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_reach = reach;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerGravity::get_reach
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// Access: Public
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// Description: Returns the reach to add to (or subtract from)
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// the highest collision point
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionHandlerGravity::
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get_reach() const {
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return _reach;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerGravity::get_airborne_height
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// Access: Public
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@ -33,6 +33,7 @@ TypeHandle CollisionHandlerGravity::_type_handle;
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CollisionHandlerGravity::
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CollisionHandlerGravity() {
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_offset = 0.0f;
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_reach = 1.0f;
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_airborne_height = 0.0f;
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_impact_velocity = 0.0f;
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_gravity = 32.174f;
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@ -60,6 +61,57 @@ CollisionHandlerGravity::
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//
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//
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////////////////////////////////////////////////////////////////////
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#define OLD_COLLISION_HANDLER_GRAVITY 0
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#if OLD_COLLISION_HANDLER_GRAVITY
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float CollisionHandlerGravity::
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set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) {
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// Get the maximum height for all collisions with this node.
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bool got_max = false;
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float max_height = 0.0f;
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CollisionEntry *highest = NULL;
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Entries::const_iterator ei;
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for (ei = entries.begin(); ei != entries.end(); ++ei) {
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CollisionEntry *entry = (*ei);
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nassertr(entry != (CollisionEntry *)NULL, 0.0f);
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nassertr(from_node_path == entry->get_from_node_path(), 0.0f);
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if (entry->has_surface_point()) {
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LPoint3f point = entry->get_surface_point(target_node_path);
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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<< "Intersection point detected at " << point << "\n";
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}
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float height = point[2];
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if (!got_max || height > max_height) {
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got_max = true;
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max_height = height;
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highest = entry;
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}
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}
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}
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//#*#_has_contact = got_max;
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#if 0
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cout<<"\ncolliding with:\n";
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for (Colliding::const_iterator i = _current_colliding.begin(); i != _current_colliding.end(); ++i) {
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(**i).write(cout, 2);
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}
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cout<<"\nhighest:\n";
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highest->write(cout, 2);
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cout<<endl;
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#endif
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// We only collide with things we are impacting with.
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// Remove the collisions:
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_current_colliding.clear();
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// Add only the one that we're impacting with:
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add_entry(highest);
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return max_height;
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}
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#else
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float CollisionHandlerGravity::
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set_highest_collision(const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) {
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// Get the maximum height for all collisions with this node.
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@ -88,7 +140,7 @@ set_highest_collision(const NodePath &target_node_path, const NodePath &from_nod
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}
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float height = point[2];
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if (height < _offset &&
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if (height < _offset + _reach &&
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(!got_max || height > max_height)) {
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got_max = true;
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max_height = height;
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@ -129,6 +181,7 @@ set_highest_collision(const NodePath &target_node_path, const NodePath &from_nod
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return max_height;
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}
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#endif
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerGravity::handle_entries
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@ -165,7 +218,11 @@ handle_entries() {
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float max_height = set_highest_collision(def._target, from_node_path, entries);
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// Now set our height accordingly.
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float adjust = max_height; // #*# + _offset;
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#if OLD_COLLISION_HANDLER_GRAVITY
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float adjust = max_height + _offset;
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#else
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float adjust = max_height + _offset;
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#endif
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if (_current_velocity > 0.0f || !IS_THRESHOLD_ZERO(adjust, 0.001)) {
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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@ -40,6 +40,9 @@ PUBLISHED:
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INLINE void set_offset(float offset);
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INLINE float get_offset() const;
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INLINE void set_reach(float reach);
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INLINE float get_reach() const;
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INLINE float get_airborne_height() const;
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INLINE bool is_on_ground() const;
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INLINE float get_impact_velocity() const;
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@ -61,6 +64,7 @@ protected:
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private:
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float _offset;
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float _reach;
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float _airborne_height;
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float _impact_velocity;
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float _gravity;
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