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49 lines
1.9 KiB
C++
49 lines
1.9 KiB
C++
#ifndef BT_CHARACTER_CONTROLLER_INTERFACE_H
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#define BT_CHARACTER_CONTROLLER_INTERFACE_H
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "LinearMath/btVector3.h"
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#include "BulletDynamics/Dynamics/btActionInterface.h"
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class btCollisionShape;
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class btRigidBody;
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class btCollisionWorld;
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class btCharacterControllerInterface : public btActionInterface
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{
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public:
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btCharacterControllerInterface(){};
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virtual ~btCharacterControllerInterface(){};
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virtual void setWalkDirection(const btVector3& walkDirection) = 0;
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virtual void setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0;
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virtual void reset(btCollisionWorld* collisionWorld) = 0;
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virtual void warp(const btVector3& origin) = 0;
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virtual void preStep(btCollisionWorld* collisionWorld) = 0;
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virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt) = 0;
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virtual bool canJump() const = 0;
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virtual void jump(const btVector3& dir = btVector3(0, 0, 0)) = 0;
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virtual bool onGround() const = 0;
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virtual void setUpInterpolate(bool value) = 0;
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};
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#endif //BT_CHARACTER_CONTROLLER_INTERFACE_H
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