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+/*
+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