I am working on a game. I constructed my player as here: (I am using a gravity on my world)
private ArrayMap<String, GameObject.Constructor> constructors = new ArrayMap<String, GameObject.Constructor>(String.class, GameObject.Constructor.class);
private ArrayList<GameObject> instances = new ArrayList<GameObject>();
assets.load("hand.obj", Model.class);
...
model = assets.get("hand.obj", Model.class);
constructors.put("hand", new GameObject.Constructor(model, new btBoxShape(new Vector3(2.5f, 7.5f, 2.5f)), 1f));
...
hand = constructors.get("hand").construct(); // that construct method returns me model, shape and constructions.. the GameObject extends ModelInstance, so i can use it like a modelinstance
hand.transform.setToTranslation(x, y, z);
hand.body.proceedToTransform(hand.transform);
hand.body.setUserValue(instances.size());
hand.body.setCollisionFlags(hand.body.getCollisionFlags()| btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
world.addRigidBody(hand.body);
hand.body.setContactCallbackFlag(OBJECT_FLAG);
hand.body.setContactCallbackFilter(OBJECT_FLAG);
Then, in render method I am moving it:
if (!hand.body.isActive()) hand.body.activate();
if (Gdx.input.isKeyPressed(Keys.W)){
hand.body.translate(new Vector3(0,0,-1));
}
else if (Gdx.input.isKeyPressed(Keys.S)) {
hand.body.translate(new Vector3(0,0,+1));
}
That's nice! The moving now works good, when I am moving at the flat ground. Whenever there is an object before me, it is not as expected. Because my player shape is biger than object shape (which is 2.5f, 2.5f, 2.5f), it kind of falls on it. So I would like to set the rotation to be still the same, so the object will not be rotating (so it will not "fall" on the object before). And so I tried to do it, and I failed. Because there are functions like rotate, and I want to something like setRotation . And so, there is a setToRotation, but you can not pass there a Quaternion.
I need help. I tried to use a btKinematicCharacterController but it was bad. The ghostObject every time falled through object, but the objects got a collision from him.
and so I want to create a player movment, like in games like Wow, minecraft, and so on.
I looked at the btKinematicCharacterController
again. The reason why my ghostobject falled through the ground was. Generally, I don't know the reason: D probably I was using another broadphase for ghost, that for world. This line fixes it: characterController.setUseGhostSweepTest(false);
and I am getting another problem, when I am walking on my ground (a lot of objects), the character is getting to lesser Y position. I don't know why.
Here is my construction:
btPairCachingGhostObject ghostObject;
btConvexShape ghostShape;
btKinematicCharacterController characterController;
Vector3 characterDirection = new Vector3();
Vector3 walkDirection = new Vector3();
...
ghostObject = new btPairCachingGhostObject();
ghostObject.setWorldTransform(hand.transform);
ghostShape = new btCapsuleShape(5f, 0.5f);
ghostObject.setCollisionShape(ghostShape);
ghostObject.setCollisionFlags(btCollisionObject.CollisionFlags.CF_CHARACTER_OBJECT);
characterController = new btKinematicCharacterController(ghostObject, ghostShape, .00001f);
// And add it to the physics world
characterController.setUseGhostSweepTest(false);
world.addCollisionObject(ghostObject,
(short)btBroadphaseProxy.CollisionFilterGroups.CharacterFilter,
(short)(btBroadphaseProxy.CollisionFilterGroups.StaticFilter | btBroadphaseProxy.CollisionFilterGroups.DefaultFilter));
world.addAction(characterController);
... (in render - moving)
if (!load)
{
if (Gdx.input.isKeyPressed(Keys.LEFT)) {
hand.transform.rotate(0, 1, 0, 5f);
ghostObject.setWorldTransform(hand.transform);
}
if (Gdx.input.isKeyPressed(Keys.RIGHT)) {
hand.transform.rotate(0, 1, 0, -5f);
ghostObject.setWorldTransform(hand.transform);
}
// Fetch which direction the character is facing now
characterDirection.set(-1,0,0).rot(hand.transform).nor();
// Set the walking direction accordingly (either forward or backward)
walkDirection.set(0,0,0);
if (Gdx.input.isKeyPressed(Keys.UP))
walkDirection.add(characterDirection);
if (Gdx.input.isKeyPressed(Keys.DOWN))
walkDirection.add(-characterDirection.x, -characterDirection.y, -characterDirection.z);
walkDirection.scl(4f * Gdx.graphics.getDeltaTime());
// And update the character controller
characterController.setWalkDirection(walkDirection);
// And fetch the new transformation of the character (this will make the model be rendered correctly)
}
world.stepSimulation(delta, 5, 1f/60f);
if (!load)
ghostObject.getWorldTransform(hand.transform);
How to fix this?