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