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Bullet Collision Detection & Physics Library
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00001 /* 00002 Bullet Continuous Collision Detection and Physics Library 00003 Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com 00004 00005 This software is provided 'as-is', without any express or implied warranty. 00006 In no event will the authors be held liable for any damages arising from the use of this software. 00007 Permission is granted to anyone to use this software for any purpose, 00008 including commercial applications, and to alter it and redistribute it freely, 00009 subject to the following restrictions: 00010 00011 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. 00012 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 00013 3. This notice may not be removed or altered from any source distribution. 00014 */ 00015 00016 00017 #ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H 00018 #define BT_KINEMATIC_CHARACTER_CONTROLLER_H 00019 00020 #include "LinearMath/btVector3.h" 00021 00022 #include "btCharacterControllerInterface.h" 00023 00024 #include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" 00025 00026 00027 class btCollisionShape; 00028 class btConvexShape; 00029 class btRigidBody; 00030 class btCollisionWorld; 00031 class btCollisionDispatcher; 00032 class btPairCachingGhostObject; 00033 00037 class btKinematicCharacterController : public btCharacterControllerInterface 00038 { 00039 protected: 00040 00041 btScalar m_halfHeight; 00042 00043 btPairCachingGhostObject* m_ghostObject; 00044 btConvexShape* m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast 00045 00046 btScalar m_verticalVelocity; 00047 btScalar m_verticalOffset; 00048 btScalar m_fallSpeed; 00049 btScalar m_jumpSpeed; 00050 btScalar m_maxJumpHeight; 00051 btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value) 00052 btScalar m_maxSlopeCosine; // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization) 00053 btScalar m_gravity; 00054 00055 btScalar m_turnAngle; 00056 00057 btScalar m_stepHeight; 00058 00059 btScalar m_addedMargin;//@todo: remove this and fix the code 00060 00062 btVector3 m_walkDirection; 00063 btVector3 m_normalizedDirection; 00064 00065 //some internal variables 00066 btVector3 m_currentPosition; 00067 btScalar m_currentStepOffset; 00068 btVector3 m_targetPosition; 00069 00071 btManifoldArray m_manifoldArray; 00072 00073 bool m_touchingContact; 00074 btVector3 m_touchingNormal; 00075 00076 bool m_wasOnGround; 00077 bool m_wasJumping; 00078 bool m_useGhostObjectSweepTest; 00079 bool m_useWalkDirection; 00080 btScalar m_velocityTimeInterval; 00081 int m_upAxis; 00082 00083 static btVector3* getUpAxisDirections(); 00084 00085 btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal); 00086 btVector3 parallelComponent (const btVector3& direction, const btVector3& normal); 00087 btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal); 00088 00089 bool recoverFromPenetration ( btCollisionWorld* collisionWorld); 00090 void stepUp (btCollisionWorld* collisionWorld); 00091 void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0)); 00092 void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove); 00093 void stepDown (btCollisionWorld* collisionWorld, btScalar dt); 00094 public: 00095 btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis = 1); 00096 ~btKinematicCharacterController (); 00097 00098 00100 virtual void updateAction( btCollisionWorld* collisionWorld,btScalar deltaTime) 00101 { 00102 preStep ( collisionWorld); 00103 playerStep (collisionWorld, deltaTime); 00104 } 00105 00107 void debugDraw(btIDebugDraw* debugDrawer); 00108 00109 void setUpAxis (int axis) 00110 { 00111 if (axis < 0) 00112 axis = 0; 00113 if (axis > 2) 00114 axis = 2; 00115 m_upAxis = axis; 00116 } 00117 00123 virtual void setWalkDirection(const btVector3& walkDirection); 00124 00130 virtual void setVelocityForTimeInterval(const btVector3& velocity, 00131 btScalar timeInterval); 00132 00133 void reset (); 00134 void warp (const btVector3& origin); 00135 00136 void preStep ( btCollisionWorld* collisionWorld); 00137 void playerStep ( btCollisionWorld* collisionWorld, btScalar dt); 00138 00139 void setFallSpeed (btScalar fallSpeed); 00140 void setJumpSpeed (btScalar jumpSpeed); 00141 void setMaxJumpHeight (btScalar maxJumpHeight); 00142 bool canJump () const; 00143 00144 void jump (); 00145 00146 void setGravity(btScalar gravity); 00147 btScalar getGravity() const; 00148 00151 void setMaxSlope(btScalar slopeRadians); 00152 btScalar getMaxSlope() const; 00153 00154 btPairCachingGhostObject* getGhostObject(); 00155 void setUseGhostSweepTest(bool useGhostObjectSweepTest) 00156 { 00157 m_useGhostObjectSweepTest = useGhostObjectSweepTest; 00158 } 00159 00160 bool onGround () const; 00161 }; 00162 00163 #endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H