123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170 |
- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H
- #define BT_KINEMATIC_CHARACTER_CONTROLLER_H
- #include "bullet/LinearMath/btVector3.h"
- #include "btCharacterControllerInterface.h"
- #include "bullet/BulletCollision//BroadphaseCollision/btCollisionAlgorithm.h"
- class btCollisionShape;
- class btConvexShape;
- class btRigidBody;
- class btCollisionWorld;
- class btCollisionDispatcher;
- class btPairCachingGhostObject;
- ///btKinematicCharacterController is an object that supports a sliding motion in a world.
- ///It uses a ghost object and convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations.
- ///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user.
- ATTRIBUTE_ALIGNED16(class) btKinematicCharacterController : public btCharacterControllerInterface
- {
- protected:
- btScalar m_halfHeight;
-
- btPairCachingGhostObject* m_ghostObject;
- btConvexShape* m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
-
- btScalar m_verticalVelocity;
- btScalar m_verticalOffset;
- btScalar m_fallSpeed;
- btScalar m_jumpSpeed;
- btScalar m_maxJumpHeight;
- btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value)
- btScalar m_maxSlopeCosine; // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization)
- btScalar m_gravity;
- btScalar m_turnAngle;
-
- btScalar m_stepHeight;
- btScalar m_addedMargin;//@todo: remove this and fix the code
- ///this is the desired walk direction, set by the user
- btVector3 m_walkDirection;
- btVector3 m_normalizedDirection;
- //some internal variables
- btVector3 m_currentPosition;
- btScalar m_currentStepOffset;
- btVector3 m_targetPosition;
- ///keep track of the contact manifolds
- btManifoldArray m_manifoldArray;
- bool m_touchingContact;
- btVector3 m_touchingNormal;
- bool m_wasOnGround;
- bool m_wasJumping;
- bool m_useGhostObjectSweepTest;
- bool m_useWalkDirection;
- btScalar m_velocityTimeInterval;
- int m_upAxis;
- static btVector3* getUpAxisDirections();
- bool m_interpolateUp;
- bool full_drop;
- bool bounce_fix;
- btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal);
- btVector3 parallelComponent (const btVector3& direction, const btVector3& normal);
- btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal);
- bool recoverFromPenetration ( btCollisionWorld* collisionWorld);
- void stepUp (btCollisionWorld* collisionWorld);
- void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
- void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove);
- void stepDown (btCollisionWorld* collisionWorld, btScalar dt);
- public:
- BT_DECLARE_ALIGNED_ALLOCATOR();
- btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis = 1);
- ~btKinematicCharacterController ();
-
- ///btActionInterface interface
- virtual void updateAction( btCollisionWorld* collisionWorld,btScalar deltaTime)
- {
- preStep ( collisionWorld);
- playerStep (collisionWorld, deltaTime);
- }
-
- ///btActionInterface interface
- void debugDraw(btIDebugDraw* debugDrawer);
- void setUpAxis (int axis)
- {
- if (axis < 0)
- axis = 0;
- if (axis > 2)
- axis = 2;
- m_upAxis = axis;
- }
- /// This should probably be called setPositionIncrementPerSimulatorStep.
- /// This is neither a direction nor a velocity, but the amount to
- /// increment the position each simulation iteration, regardless
- /// of dt.
- /// This call will reset any velocity set by setVelocityForTimeInterval().
- virtual void setWalkDirection(const btVector3& walkDirection);
- /// Caller provides a velocity with which the character should move for
- /// the given time period. After the time period, velocity is reset
- /// to zero.
- /// This call will reset any walk direction set by setWalkDirection().
- /// Negative time intervals will result in no motion.
- virtual void setVelocityForTimeInterval(const btVector3& velocity,
- btScalar timeInterval);
- void reset ( btCollisionWorld* collisionWorld );
- void warp (const btVector3& origin);
- void preStep ( btCollisionWorld* collisionWorld);
- void playerStep ( btCollisionWorld* collisionWorld, btScalar dt);
- void setFallSpeed (btScalar fallSpeed);
- void setJumpSpeed (btScalar jumpSpeed);
- void setMaxJumpHeight (btScalar maxJumpHeight);
- bool canJump () const;
- void jump ();
- void setGravity(btScalar gravity);
- btScalar getGravity() const;
- /// The max slope determines the maximum angle that the controller can walk up.
- /// The slope angle is measured in radians.
- void setMaxSlope(btScalar slopeRadians);
- btScalar getMaxSlope() const;
- btPairCachingGhostObject* getGhostObject();
- void setUseGhostSweepTest(bool useGhostObjectSweepTest)
- {
- m_useGhostObjectSweepTest = useGhostObjectSweepTest;
- }
- bool onGround () const;
- void setUpInterpolate (bool value);
- };
- #endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H
|