Package org.terasology.physics.bullet

Source Code of org.terasology.physics.bullet.BulletSweepCallback

/*
* Copyright 2013 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*      http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/

package org.terasology.physics.bullet;

import com.bulletphysics.collision.dispatch.CollisionObject;
import com.bulletphysics.collision.dispatch.CollisionWorld;
import com.bulletphysics.linearmath.Transform;
import org.terasology.physics.engine.SweepCallback;

import javax.vecmath.Matrix4f;
import javax.vecmath.Quat4f;
import javax.vecmath.Vector3f;

/**
* The bullet implementation of SweepCallback, that holds the results of a collision sweep. (detect what
* collisions would occur if something moved from a to b)
*
* @author Immortius
*/
public class BulletSweepCallback extends CollisionWorld.ClosestConvexResultCallback implements SweepCallback {
    protected CollisionObject me;
    protected final Vector3f up;
    protected float minSlopeDot;

    public BulletSweepCallback(CollisionObject me, final Vector3f up, float minSlopeDot) {
        super(new Vector3f(), new Vector3f());
        this.me = me;
        this.up = up;
        this.minSlopeDot = minSlopeDot;
    }

    @Override
    public float addSingleResult(CollisionWorld.LocalConvexResult convexResult, boolean normalInWorldSpace) {
        if (convexResult.hitCollisionObject == me) {
            return 1.0f;
        }
        return super.addSingleResult(convexResult, normalInWorldSpace);
    }

    @Override
    public float calculateAverageSlope(float originalSlope, float checkingOffset) {
        Vector3f contactPoint = this.hitPointWorld;
        float slope = 1f;
        boolean foundSlope = false;
        Vector3f fromWorld = new Vector3f(contactPoint);
        fromWorld.y += 0.2f;
        Vector3f toWorld = new Vector3f(contactPoint);
        toWorld.y -= 0.2f;
        CollisionWorld.ClosestRayResultCallback rayResult = new CollisionWorld.ClosestRayResultCallback(fromWorld, toWorld);
        Transform from = new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), fromWorld, 1.0f));
        Transform to = new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), toWorld, 1.0f));
        Transform targetTransform = this.hitCollisionObject.getWorldTransform(new Transform());
        CollisionWorld.rayTestSingle(from, to, this.hitCollisionObject, this.hitCollisionObject.getCollisionShape(), targetTransform, rayResult);
        if (rayResult.hasHit()) {
            foundSlope = true;
            slope = Math.min(slope, rayResult.hitNormalWorld.dot(new Vector3f(0, 1, 0)));
        }
        Vector3f secondTraceOffset = new Vector3f(this.hitNormalWorld);
        secondTraceOffset.y = 0;
        secondTraceOffset.normalize();
        secondTraceOffset.scale(checkingOffset);
        fromWorld.add(secondTraceOffset);
        toWorld.add(secondTraceOffset);
        rayResult = new CollisionWorld.ClosestRayResultCallback(fromWorld, toWorld);
        from = new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), fromWorld, 1.0f));
        to = new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), toWorld, 1.0f));
        targetTransform = this.hitCollisionObject.getWorldTransform(new Transform());
        CollisionWorld.rayTestSingle(from, to, this.hitCollisionObject, this.hitCollisionObject.getCollisionShape(), targetTransform, rayResult);
        if (rayResult.hasHit()) {
            foundSlope = true;
            slope = Math.min(slope, rayResult.hitNormalWorld.dot(new Vector3f(0, 1, 0)));
        }
        if (!foundSlope) {
            slope = originalSlope;
        }
        return slope;
    }

    @Override
    public Vector3f getHitNormalWorld() {
        return hitNormalWorld;
    }

    @Override
    public Vector3f getHitPointWorld() {
        return hitPointWorld;
    }

    @Override
    public float getClosestHitFraction() {
        return closestHitFraction;
    }

    @Override
    public boolean checkForStep(Vector3f direction, float stepHeight, float slopeFactor, float checkForwardDistance) {
        boolean moveUpStep;
        boolean hitStep = false;
        float stepSlope = 1f;
        Vector3f lookAheadOffset = new Vector3f(direction);
        lookAheadOffset.y = 0;
        lookAheadOffset.normalize();
        lookAheadOffset.scale(checkForwardDistance);
        Vector3f fromWorld = new Vector3f(this.getHitPointWorld());
        fromWorld.y += stepHeight + 0.05f;
        fromWorld.add(lookAheadOffset);
        Vector3f toWorld = new Vector3f(this.getHitPointWorld());
        toWorld.y -= 0.05f;
        toWorld.add(lookAheadOffset);
        CollisionWorld.ClosestRayResultCallback rayResult = new CollisionWorld.ClosestRayResultCallback(fromWorld, toWorld);
        Transform transformFrom = new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), fromWorld, 1.0f));
        Transform transformTo = new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), toWorld, 1.0f));
        Transform targetTransform = this.hitCollisionObject.getWorldTransform(new Transform());
        CollisionWorld.rayTestSingle(transformFrom, transformTo, this.hitCollisionObject, this.hitCollisionObject.getCollisionShape(), targetTransform, rayResult);
        if (rayResult.hasHit()) {
            hitStep = true;
            stepSlope = rayResult.hitNormalWorld.dot(new Vector3f(0, 1, 0));
        }
        fromWorld.add(lookAheadOffset);
        toWorld.add(lookAheadOffset);
        rayResult = new CollisionWorld.ClosestRayResultCallback(fromWorld, toWorld);
        transformFrom = new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), fromWorld, 1.0f));
        transformTo = new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), toWorld, 1.0f));
        targetTransform = this.hitCollisionObject.getWorldTransform(new Transform());
        CollisionWorld.rayTestSingle(transformFrom, transformTo, this.hitCollisionObject, this.hitCollisionObject.getCollisionShape(), targetTransform, rayResult);
        if (rayResult.hasHit()) {
            hitStep = true;
            stepSlope = Math.min(stepSlope, rayResult.hitNormalWorld.dot(new Vector3f(0, 1, 0)));
        }
        moveUpStep = hitStep && stepSlope >= slopeFactor;
        return moveUpStep;
    }
}
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