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@ -8,6 +8,21 @@
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TypeHandle CollisionHandlerPusher::_type_handle;
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///////////////////////////////////////////////////////////////////
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// Class : ShoveData
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// Description : The ShoveData class is used within
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// CollisionHandlerPusher::handle_entries(), to track
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// multiple shoves onto a given collider. It's not
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// exported outside this file.
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////////////////////////////////////////////////////////////////////
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class ShoveData {
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public:
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LVector3f _shove;
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float _length;
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LVector3f _normalized_shove;
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bool _valid;
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};
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////////////////////////////////////////////////////////////////////
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// Function: CollisionHandlerPusher::Constructor
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// Access: Public
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@ -55,6 +70,17 @@ handle_entries() {
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} else {
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const ColliderDef &def = (*ci).second;
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// How to apply multiple shoves from different solids onto the
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// same collider? One's first intuition is to vector sum all
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// the shoves. However, this causes problems when two parallel
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// walls shove on the collider, because we end up with a double
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// shove. We hack around this by testing if two shove vectors
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// share nearly the same direction, and if so, we keep only the
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// longer of the two.
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typedef vector<ShoveData> Shoves;
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Shoves shoves;
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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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@ -71,25 +97,81 @@ handle_entries() {
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} else {
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// Shove it just enough to clear the volume.
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LVector3f shove =
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entry->get_into_surface_normal() *
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entry->get_into_depth();
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if (_horizontal) {
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shove[2] = 0.0;
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if (entry->get_into_depth() != 0.0) {
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ShoveData sd;
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sd._shove =
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entry->get_into_surface_normal() *
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entry->get_into_depth();
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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<< "Shove on " << *from_node << " from "
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<< *entry->get_into_node() << ": " << sd._shove << "\n";
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}
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sd._length = sd._shove.length();
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sd._normalized_shove = sd._shove / sd._length;
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sd._valid = true;
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shoves.push_back(sd);
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}
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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<< "Shoving on " << *from_node << " in the amount of: "
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<< shove << "\n";
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}
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LMatrix4f mat;
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def.get_mat(mat);
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def.set_mat(LMatrix4f::translate_mat(shove) * mat);
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}
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}
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if (!shoves.empty()) {
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// Now we combine any two shoves that shove in largely the
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// same direction. Hacky.
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Shoves::iterator si;
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for (si = shoves.begin(); si != shoves.end(); ++si) {
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ShoveData &sd = (*si);
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Shoves::iterator sj;
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for (sj = shoves.begin(); sj != si; ++sj) {
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ShoveData &sd2 = (*sj);
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if (sd2._valid) {
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float d = sd._normalized_shove.dot(sd2._normalized_shove);
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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<< "Considering dot product " << d << "\n";
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}
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if (d > 0.9) {
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// These two shoves are largely in the same direction;
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// save the larger of the two.
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if (sd2._length < sd._length) {
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sd2._valid = false;
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} else {
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sd._valid = false;
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}
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}
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}
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}
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}
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// Now we can determine the net shove.
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LVector3f net_shove(0.0, 0.0, 0.0);
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for (si = shoves.begin(); si != shoves.end(); ++si) {
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const ShoveData &sd = (*si);
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if (sd._valid) {
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net_shove += sd._shove;
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}
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}
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if (_horizontal) {
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net_shove[2] = 0.0;
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}
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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<< "Net shove on " << *from_node << " is: "
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<< net_shove << "\n";
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}
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LMatrix4f mat;
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def.get_mat(mat);
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def.set_mat(LMatrix4f::translate_mat(net_shove) * mat);
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}
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}
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}
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}
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