improved player control

This commit is contained in:
Lendemor 2017-08-23 19:39:58 +02:00
parent 7bfe4af4cd
commit 0838f88dbe

View File

@ -155,9 +155,10 @@ void PlayerCharacterNode::update()
const glm::vec3 &glmDir = m_fpsCamera.getDirection(); const glm::vec3 &glmDir = m_fpsCamera.getDirection();
const btVector3 &velocity = m_rigidBody->getLinearVelocity(); const btVector3 &velocity = m_rigidBody->getLinearVelocity();
btVector3 targetVelocity(0.f, velocity.getY(), 0.f); btVector3 targetVelocity(0.f, velocity.getY(), 0.f);
glm::vec3 moveDir;
if(walk != 0 || strafe != 0) if(walk != 0 || strafe != 0)
{ {
glm::vec3 moveDir = glm::normalize(glmDir*walk + glm::cross(glmDir, glm::vec3(0, 1, 0))*strafe); moveDir = glm::normalize(glmDir*walk + glm::cross(glmDir, glm::vec3(0, 1, 0))*strafe);
if (m_noclipMode) if (m_noclipMode)
{ {
btVector3 dir(moveDir.x, moveDir.y, moveDir.z); btVector3 dir(moveDir.x, moveDir.y, moveDir.z);
@ -182,14 +183,53 @@ void PlayerCharacterNode::update()
else else
{ {
bool onGround = false; bool onGround = false;
btVector3 start(pos); btVector3 dir(moveDir.x/4,0,moveDir.z/4);
start.setY(start.y() - TORSO_HEIGHT/2.f); btVector3 start_front(pos+dir);
btVector3 end(start); start_front.setY(pos.y() - TORSO_HEIGHT/2.f);
end.setY(end.y() - (LEGS_HEIGHT*2.f)); btVector3 end_front(start_front);
btCollisionWorld::ClosestRayResultCallback RayCallback(start, end); end_front.setY(end_front.y() - (LEGS_HEIGHT*2.f));
getEngine().getPhysics()->rayTest(start, end, RayCallback); btCollisionWorld::ClosestRayResultCallback RayCallback_front(start_front, end_front);
btVector3 start_back(pos-dir);
start_back.setY(pos.y() - TORSO_HEIGHT/2.f);
btVector3 end_back(start_back);
end_back.setY(end_back.y() - (LEGS_HEIGHT));
btCollisionWorld::ClosestRayResultCallback RayCallback_back(start_back, end_back);
getEngine().getPhysics()->rayTest(start_front, end_front, RayCallback_front);
getEngine().getPhysics()->rayTest(start_back, end_back, RayCallback_back);
float controlRatio = 0.f; // 1 = total control, 0 = no control, can be seen as a slipperiness factor float controlRatio = 0.f; // 1 = total control, 0 = no control, can be seen as a slipperiness factor
if(RayCallback.hasHit() ) // if ground is nearby
if(RayCallback_back.hasHit()){
onGround = true;
//btVector3 normal_front = RayCallback_front.m_hitNormalWorld;
btVector3 normal_back = RayCallback_back.m_hitNormalWorld;
float slope = normal_back.dot(btVector3(0,1,0));
controlRatio = slope > 0.4f ? 0.2f * slope : 0.f;
if (RayCallback_front.hasHit()){
float displacement = RayCallback_front.m_hitPointWorld.y() - (end_front.y() + start_front.y())/2.f;
if(abs(displacement) > 0.1f)
pos.setY(pos.y() + deltaTime*0.01f*(displacement > 0 ? 1 : -1));
else
pos.setY(pos.y() + displacement/4);
btTransform transform = btTransform::getIdentity();
transform.setOrigin(pos);
m_rigidBody->setWorldTransform(transform);
}
if(jump)
m_jumping = true;
else
m_jumping = false;
}
/* if(RayCallback.hasHit() ) // if ground is nearby
{ {
onGround = true; onGround = true;
btVector3 normal = RayCallback.m_hitNormalWorld; btVector3 normal = RayCallback.m_hitNormalWorld;
@ -205,7 +245,7 @@ void PlayerCharacterNode::update()
else else
pos.setY(pos.y() + displacement/4); pos.setY(pos.y() + displacement/4);
//} //}
m_last_displacement = displacement; //m_last_displacement = displacement;
btTransform transform = btTransform::getIdentity(); btTransform transform = btTransform::getIdentity();
transform.setOrigin(pos); transform.setOrigin(pos);
m_rigidBody->setWorldTransform(transform); m_rigidBody->setWorldTransform(transform);
@ -215,7 +255,7 @@ void PlayerCharacterNode::update()
else else
m_jumping = false; m_jumping = false;
} }
*/
btVector3 newVelocity = velocity*(1.f-controlRatio) + targetVelocity*controlRatio; btVector3 newVelocity = velocity*(1.f-controlRatio) + targetVelocity*controlRatio;
if(onGround) if(onGround)
{ {