mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-28 14:47:13 +01:00
203 lines
7.3 KiB
C++
203 lines
7.3 KiB
C++
#ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H
|
|
#define BT_KINEMATIC_CHARACTER_CONTROLLER_H
|
|
/*
|
|
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.
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "LinearMath/btVector3.h"
|
|
|
|
#include "btCharacterControllerInterface.h"
|
|
|
|
#include "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_maxPenetrationDepth;
|
|
btScalar m_verticalVelocity;
|
|
btScalar m_verticalOffset;
|
|
btScalar m_fallSpeed;
|
|
btScalar m_jumpSpeed;
|
|
btScalar m_SetjumpSpeed;
|
|
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;
|
|
btVector3 m_AngVel;
|
|
|
|
btVector3 m_jumpPosition;
|
|
|
|
//some internal variables
|
|
btVector3 m_currentPosition;
|
|
btScalar m_currentStepOffset;
|
|
btVector3 m_targetPosition;
|
|
|
|
btQuaternion m_currentOrientation;
|
|
btQuaternion m_targetOrientation;
|
|
|
|
///keep track of the contact manifolds
|
|
btManifoldArray m_manifoldArray;
|
|
|
|
bool m_touchingContact;
|
|
btVector3 m_touchingNormal;
|
|
|
|
btScalar m_linearDamping;
|
|
btScalar m_angularDamping;
|
|
|
|
bool m_wasOnGround;
|
|
bool m_wasJumping;
|
|
bool m_useGhostObjectSweepTest;
|
|
bool m_useWalkDirection;
|
|
btScalar m_velocityTimeInterval;
|
|
btVector3 m_up;
|
|
btVector3 m_jumpAxis;
|
|
|
|
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);
|
|
|
|
virtual bool needsCollision(const btCollisionObject* body0, const btCollisionObject* body1);
|
|
|
|
void setUpVector(const btVector3& up);
|
|
|
|
btQuaternion getRotation(btVector3 & v0, btVector3 & v1) const;
|
|
|
|
public:
|
|
BT_DECLARE_ALIGNED_ALLOCATOR();
|
|
|
|
btKinematicCharacterController(btPairCachingGhostObject * ghostObject, btConvexShape * convexShape, btScalar stepHeight, const btVector3& up = btVector3(1.0, 0.0, 0.0));
|
|
~btKinematicCharacterController();
|
|
|
|
///btActionInterface interface
|
|
virtual void updateAction(btCollisionWorld * collisionWorld, btScalar deltaTime)
|
|
{
|
|
preStep(collisionWorld);
|
|
playerStep(collisionWorld, deltaTime);
|
|
}
|
|
|
|
///btActionInterface interface
|
|
void debugDraw(btIDebugDraw * debugDrawer);
|
|
|
|
void setUp(const btVector3& up);
|
|
|
|
const btVector3& getUp() { return m_up; }
|
|
|
|
/// 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);
|
|
|
|
virtual void setAngularVelocity(const btVector3& velocity);
|
|
virtual const btVector3& getAngularVelocity() const;
|
|
|
|
virtual void setLinearVelocity(const btVector3& velocity);
|
|
virtual btVector3 getLinearVelocity() const;
|
|
|
|
void setLinearDamping(btScalar d) { m_linearDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
|
|
btScalar getLinearDamping() const { return m_linearDamping; }
|
|
void setAngularDamping(btScalar d) { m_angularDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
|
|
btScalar getAngularDamping() const { return m_angularDamping; }
|
|
|
|
void reset(btCollisionWorld * collisionWorld);
|
|
void warp(const btVector3& origin);
|
|
|
|
void preStep(btCollisionWorld * collisionWorld);
|
|
void playerStep(btCollisionWorld * collisionWorld, btScalar dt);
|
|
|
|
void setStepHeight(btScalar h);
|
|
btScalar getStepHeight() const { return m_stepHeight; }
|
|
void setFallSpeed(btScalar fallSpeed);
|
|
btScalar getFallSpeed() const { return m_fallSpeed; }
|
|
void setJumpSpeed(btScalar jumpSpeed);
|
|
btScalar getJumpSpeed() const { return m_jumpSpeed; }
|
|
void setMaxJumpHeight(btScalar maxJumpHeight);
|
|
bool canJump() const;
|
|
|
|
void jump(const btVector3& v = btVector3(0, 0, 0));
|
|
|
|
void applyImpulse(const btVector3& v) { jump(v); }
|
|
|
|
void setGravity(const btVector3& gravity);
|
|
btVector3 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;
|
|
|
|
void setMaxPenetrationDepth(btScalar d);
|
|
btScalar getMaxPenetrationDepth() const;
|
|
|
|
btPairCachingGhostObject* getGhostObject();
|
|
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
|
|
{
|
|
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
|
|
}
|
|
|
|
bool onGround() const;
|
|
void setUpInterpolate(bool value);
|
|
};
|
|
|
|
#endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H
|