Character Controller

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Character Controller

Postby Gaetan » Fri Mar 18, 2011 3:28 pm

Hi,

I'd like to know how to set up a jump functionnality in the Character Controller. Any ideas ?

Thanks,
Gaetan
Gaetan
 
Posts: 4
Joined: Fri Mar 18, 2011 3:26 pm

Re: Character Controller

Postby KingSnail » Sat Mar 19, 2011 10:49 am

There is a bug or something with character not jumping because of its stair height. I dunno if its still there
but I had this in my code for a long time and it works fine

Code: Select all
//This resets controller settings to normal upon landing, this is a newton bug fix by me
      if(ace->m_playerState == CustomPlayerController::m_onFreeFall)
      {
         dVector size((*itx)->Height, 0.0f, 0.0f);
         ace->m_stairHeight = ace->m_playerHeight * (1.0f / size.m_x);
      }

if(ace->m_playerState == CustomPlayerController::m_onLand)
      {
         if((*itx)->JumpTimer.GetTime() >= 300.0f && (*itx)->SpacePressed)
         {
            dVector a(0.0f, PLAYER_JUMP_DISTANCE, 0.0f);
            dVector b((*itx)->x, (*itx)->y, (*itx)->z);
            ace->m_stairHeight = 0.0f;
            NewtonBodyAddImpulse(ace->BODY, &a.m_x, &b.m_x);
            (*itx)->JumpTimer.Initialize();
         }
      }
Working on an MMORPG powered by Newton Dynamics.
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Re: Character Controller

Postby Gaetan » Sun Mar 20, 2011 9:41 am

Thanks you very much KingSnaill!

However I'm unsure on where to put/adapt this code - did you directly modify the Newton library or is it in your project?

Thanks,
Gaetan
Gaetan
 
Posts: 4
Joined: Fri Mar 18, 2011 3:26 pm

Re: Character Controller

Postby KingSnail » Mon Mar 21, 2011 6:10 am

The only thing you need to modify is the character controller header in packages/joint lib
modify it so a couple of variables you need a public or make get/set accessors.

The rest is in my main update loop
Working on an MMORPG powered by Newton Dynamics.
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Re: Character Controller

Postby Gaetan » Wed Mar 23, 2011 1:36 pm

Cheers I'll try that!

Thanks,
Gaetan
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Posts: 4
Joined: Fri Mar 18, 2011 3:26 pm


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