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Diffstat (limited to 'thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h')
-rw-r--r-- | thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h | 204 |
1 files changed, 204 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h b/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h new file mode 100644 index 0000000000..00c59c0248 --- /dev/null +++ b/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h @@ -0,0 +1,204 @@ +/* +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 "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 |