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-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp50
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h12
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp8
-rw-r--r--source/gameengine/Physics/common/PHY_Pro.h3
4 files changed, 69 insertions, 4 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 6c1e2998bdb..92a9b405b7c 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -22,6 +22,7 @@ subject to the following restrictions:
#include "CcdPhysicsController.h"
#include "btBulletDynamicsCommon.h"
+#include "BulletCollision/CollisionDispatch/btGhostObject.h"
#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
#include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
@@ -88,7 +89,7 @@ CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
m_shapeInfo->AddRef();
m_bulletMotionState = 0;
-
+ m_characterController = 0;
CreateRigidbody();
@@ -151,6 +152,24 @@ public:
};
+class BlenderBulletCharacterController : public btKinematicCharacterController
+{
+private:
+ btMotionState* m_motionState;
+
+public:
+ BlenderBulletCharacterController(btMotionState *motionState, btPairCachingGhostObject *ghost, btConvexShape* shape, float stepHeight)
+ : btKinematicCharacterController(ghost,shape,stepHeight,2),
+ m_motionState(motionState)
+ {
+ }
+
+ virtual void updateAction(btCollisionWorld *collisionWorld, btScalar dt)
+ {
+ btKinematicCharacterController::updateAction(collisionWorld,dt);
+ m_motionState->setWorldTransform(getGhostObject()->getWorldTransform());
+ }
+};
btRigidBody* CcdPhysicsController::GetRigidBody()
{
@@ -164,6 +183,10 @@ btSoftBody* CcdPhysicsController::GetSoftBody()
{
return btSoftBody::upcast(m_object);
}
+btKinematicCharacterController* CcdPhysicsController::GetCharacterController()
+{
+ return m_characterController;
+}
#include "BulletSoftBody/btSoftBodyHelpers.h"
@@ -425,6 +448,29 @@ bool CcdPhysicsController::CreateSoftbody()
return true;
}
+bool CcdPhysicsController::CreateCharacterController()
+{
+ if (!m_cci.m_bCharacter)
+ return false;
+
+ m_object = new btPairCachingGhostObject();
+ m_object->setCollisionShape(m_collisionShape);
+ m_object->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
+
+ btTransform trans;
+ m_bulletMotionState->getWorldTransform(trans);
+ m_object->setWorldTransform(trans);
+
+ m_characterController = new BlenderBulletCharacterController(m_bulletMotionState,(btPairCachingGhostObject*)m_object,(btConvexShape*)m_collisionShape,m_cci.m_stepHeight);
+
+ PHY__Vector3 gravity;
+ m_cci.m_physicsEnv->getGravity(gravity);
+ m_characterController->setGravity(-gravity.m_vec[2]); // need positive gravity
+ m_characterController->setJumpSpeed(m_cci.m_jumpSpeed);
+ m_characterController->setFallSpeed(m_cci.m_fallSpeed);
+
+ return true;
+}
void CcdPhysicsController::CreateRigidbody()
{
@@ -433,7 +479,7 @@ void CcdPhysicsController::CreateRigidbody()
m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
///either create a btCollisionObject, btRigidBody or btSoftBody
- if (CreateSoftbody())
+ if (CreateSoftbody() || CreateCharacterController())
// soft body created, done
return;
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 2228b6511ce..63c267443aa 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -29,6 +29,7 @@ subject to the following restrictions:
/// PHY_IPhysicsController is the abstract simplified Interface to a physical object.
/// It contains the IMotionState and IDeformableMesh Interfaces.
#include "btBulletDynamicsCommon.h"
+#include "BulletDynamics/Character/btKinematicCharacterController.h"
#include "LinearMath/btTransform.h"
#include "PHY_IMotionState.h"
@@ -221,7 +222,8 @@ struct CcdConstructionInfo
KinematicFilter = 4,
DebrisFilter = 8,
SensorFilter = 16,
- AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorFilter,
+ CharacterFilter = 32,
+ AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorFilter | CharacterFilter,
};
@@ -301,6 +303,10 @@ struct CcdConstructionInfo
btScalar m_margin;
////////////////////
+ float m_stepHeight;
+ float m_jumpSpeed;
+ float m_fallSpeed;
+
int m_gamesoftFlag;
float m_soft_linStiff; /* linear stiffness 0..1 */
float m_soft_angStiff; /* angular stiffness 0..1 */
@@ -343,6 +349,7 @@ struct CcdConstructionInfo
bool m_bRigid;
bool m_bSoft;
bool m_bSensor;
+ bool m_bCharacter;
bool m_bGimpact; // use Gimpact for mesh body
///optional use of collision group/mask:
@@ -391,6 +398,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
{
protected:
btCollisionObject* m_object;
+ btKinematicCharacterController* m_characterController;
class PHY_IMotionState* m_MotionState;
@@ -417,6 +425,7 @@ protected:
void CreateRigidbody();
bool CreateSoftbody();
+ bool CreateCharacterController();
bool Register() {
return (m_registerCount++ == 0) ? true : false;
@@ -453,6 +462,7 @@ protected:
btRigidBody* GetRigidBody();
btCollisionObject* GetCollisionObject();
btSoftBody* GetSoftBody();
+ btKinematicCharacterController* GetCharacterController();
CcdShapeConstructionInfo* GetShapeInfo() { return m_shapeInfo; }
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index ba0d3f18b1d..767d99583b8 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -26,6 +26,7 @@ subject to the following restrictions:
#include <algorithm>
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btIDebugDraw.h"
+#include "BulletCollision/CollisionDispatch/btGhostObject.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
@@ -369,6 +370,7 @@ m_scalingPropagated(false)
m_filterCallback = new CcdOverlapFilterCallBack(this);
m_broadphase->getOverlappingPairCache()->setOverlapFilterCallback(m_filterCallback);
+ m_broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
setSolverType(1);//issues with quickstep and memory allocations
// m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
@@ -406,7 +408,11 @@ void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
{
if (obj->getCollisionShape())
{
- m_dynamicsWorld->addCollisionObject(obj,ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
+ m_dynamicsWorld->addCollisionObject(obj, ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
+ }
+ if (ctrl->GetCharacterController())
+ {
+ m_dynamicsWorld->addAction(ctrl->GetCharacterController());
}
}
}
diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h
index 110d4731cdc..b930177d3a8 100644
--- a/source/gameengine/Physics/common/PHY_Pro.h
+++ b/source/gameengine/Physics/common/PHY_Pro.h
@@ -46,6 +46,9 @@ struct PHY_ShapeProps {
bool m_do_anisotropic; // Should I do anisotropic friction?
bool m_do_fh; // Should the object have a linear Fh spring?
bool m_do_rot_fh; // Should the object have an angular Fh spring?
+ MT_Scalar m_step_height; // Max height of climbable steps (Character)
+ MT_Scalar m_jump_speed; // Velocity of jumps (Character)
+ MT_Scalar m_fall_speed; // Max velocity of falling (Character)
};