From 22b7c9dfa80d0f7abca40f061865c2ab3c136a74 Mon Sep 17 00:00:00 2001 From: Oussama Date: Thu, 3 Jan 2019 14:26:51 +0100 Subject: Update Bullet to the latest commit 126b676 --- .../Character/btCharacterControllerInterface.h | 33 +- .../Character/btKinematicCharacterController.cpp | 364 ++++++++++----------- .../Character/btKinematicCharacterController.h | 114 ++++--- 3 files changed, 251 insertions(+), 260 deletions(-) (limited to 'thirdparty/bullet/BulletDynamics/Character') diff --git a/thirdparty/bullet/BulletDynamics/Character/btCharacterControllerInterface.h b/thirdparty/bullet/BulletDynamics/Character/btCharacterControllerInterface.h index abe24b5ca6..2ccf317b92 100644 --- a/thirdparty/bullet/BulletDynamics/Character/btCharacterControllerInterface.h +++ b/thirdparty/bullet/BulletDynamics/Character/btCharacterControllerInterface.h @@ -26,22 +26,21 @@ class btCollisionWorld; class btCharacterControllerInterface : public btActionInterface { public: - btCharacterControllerInterface () {}; - virtual ~btCharacterControllerInterface () {}; - - virtual void setWalkDirection(const btVector3& walkDirection) = 0; - virtual void setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0; - virtual void reset ( btCollisionWorld* collisionWorld ) = 0; - virtual void warp (const btVector3& origin) = 0; - - virtual void preStep ( btCollisionWorld* collisionWorld) = 0; - virtual void playerStep (btCollisionWorld* collisionWorld, btScalar dt) = 0; - virtual bool canJump () const = 0; - virtual void jump(const btVector3& dir = btVector3(0, 0, 0)) = 0; - - virtual bool onGround () const = 0; - virtual void setUpInterpolate (bool value) = 0; -}; + btCharacterControllerInterface(){}; + virtual ~btCharacterControllerInterface(){}; + + virtual void setWalkDirection(const btVector3& walkDirection) = 0; + virtual void setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0; + virtual void reset(btCollisionWorld* collisionWorld) = 0; + virtual void warp(const btVector3& origin) = 0; -#endif //BT_CHARACTER_CONTROLLER_INTERFACE_H + virtual void preStep(btCollisionWorld* collisionWorld) = 0; + virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt) = 0; + virtual bool canJump() const = 0; + virtual void jump(const btVector3& dir = btVector3(0, 0, 0)) = 0; + + virtual bool onGround() const = 0; + virtual void setUpInterpolate(bool value) = 0; +}; +#endif //BT_CHARACTER_CONTROLLER_INTERFACE_H diff --git a/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.cpp b/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.cpp index cb1aa71a14..2bbccb291c 100644 --- a/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.cpp +++ b/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.cpp @@ -13,7 +13,6 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ - #include #include "LinearMath/btIDebugDraw.h" #include "BulletCollision/CollisionDispatch/btGhostObject.h" @@ -24,20 +23,19 @@ subject to the following restrictions: #include "LinearMath/btDefaultMotionState.h" #include "btKinematicCharacterController.h" - // static helper method static btVector3 getNormalizedVector(const btVector3& v) { btVector3 n(0, 0, 0); - if (v.length() > SIMD_EPSILON) { + if (v.length() > SIMD_EPSILON) + { n = v.normalized(); } return n; } - ///@todo Interact with dynamic objects, ///Ride kinematicly animated platforms properly ///More realistic (or maybe just a config option) falling @@ -47,18 +45,19 @@ getNormalizedVector(const btVector3& v) class btKinematicClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback { public: - btKinematicClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) + btKinematicClosestNotMeRayResultCallback(btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) { m_me = me; } - virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) + virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if (rayResult.m_collisionObject == m_me) return 1.0; - return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); + return ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace); } + protected: btCollisionObject* m_me; }; @@ -66,15 +65,12 @@ protected: class btKinematicClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback { public: - btKinematicClosestNotMeConvexResultCallback (btCollisionObject* me, const btVector3& up, btScalar minSlopeDot) - : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) - , m_me(me) - , m_up(up) - , m_minSlopeDot(minSlopeDot) + btKinematicClosestNotMeConvexResultCallback(btCollisionObject* me, const btVector3& up, btScalar minSlopeDot) + : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)), m_me(me), m_up(up), m_minSlopeDot(minSlopeDot) { } - virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace) + virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace) { if (convexResult.m_hitCollisionObject == m_me) return btScalar(1.0); @@ -86,19 +82,22 @@ public: if (normalInWorldSpace) { hitNormalWorld = convexResult.m_hitNormalLocal; - } else + } + else { ///need to transform normal into worldspace - hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal; + hitNormalWorld = convexResult.m_hitCollisionObject->getWorldTransform().getBasis() * convexResult.m_hitNormalLocal; } btScalar dotUp = m_up.dot(hitNormalWorld); - if (dotUp < m_minSlopeDot) { + if (dotUp < m_minSlopeDot) + { return btScalar(1.0); } - return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace); + return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace); } + protected: btCollisionObject* m_me; const btVector3 m_up; @@ -110,7 +109,7 @@ protected: * * from: http://www-cs-students.stanford.edu/~adityagp/final/node3.html */ -btVector3 btKinematicCharacterController::computeReflectionDirection (const btVector3& direction, const btVector3& normal) +btVector3 btKinematicCharacterController::computeReflectionDirection(const btVector3& direction, const btVector3& normal) { return direction - (btScalar(2.0) * direction.dot(normal)) * normal; } @@ -118,7 +117,7 @@ btVector3 btKinematicCharacterController::computeReflectionDirection (const btVe /* * Returns the portion of 'direction' that is parallel to 'normal' */ -btVector3 btKinematicCharacterController::parallelComponent (const btVector3& direction, const btVector3& normal) +btVector3 btKinematicCharacterController::parallelComponent(const btVector3& direction, const btVector3& normal) { btScalar magnitude = direction.dot(normal); return normal * magnitude; @@ -127,29 +126,29 @@ btVector3 btKinematicCharacterController::parallelComponent (const btVector3& di /* * Returns the portion of 'direction' that is perpindicular to 'normal' */ -btVector3 btKinematicCharacterController::perpindicularComponent (const btVector3& direction, const btVector3& normal) +btVector3 btKinematicCharacterController::perpindicularComponent(const btVector3& direction, const btVector3& normal) { return direction - parallelComponent(direction, normal); } -btKinematicCharacterController::btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, const btVector3& up) +btKinematicCharacterController::btKinematicCharacterController(btPairCachingGhostObject* ghostObject, btConvexShape* convexShape, btScalar stepHeight, const btVector3& up) { m_ghostObject = ghostObject; m_up.setValue(0.0f, 0.0f, 1.0f); m_jumpAxis.setValue(0.0f, 0.0f, 1.0f); m_addedMargin = 0.02; - m_walkDirection.setValue(0.0,0.0,0.0); + m_walkDirection.setValue(0.0, 0.0, 0.0); m_AngVel.setValue(0.0, 0.0, 0.0); - m_useGhostObjectSweepTest = true; + m_useGhostObjectSweepTest = true; m_turnAngle = btScalar(0.0); - m_convexShape=convexShape; - m_useWalkDirection = true; // use walk direction by default, legacy behavior + m_convexShape = convexShape; + m_useWalkDirection = true; // use walk direction by default, legacy behavior m_velocityTimeInterval = 0.0; m_verticalVelocity = 0.0; m_verticalOffset = 0.0; - m_gravity = 9.8 * 3.0 ; // 3G acceleration. - m_fallSpeed = 55.0; // Terminal velocity of a sky diver in m/s. - m_jumpSpeed = 10.0; // ? + m_gravity = 9.8 * 3.0; // 3G acceleration. + m_fallSpeed = 55.0; // Terminal velocity of a sky diver in m/s. + m_jumpSpeed = 10.0; // ? m_SetjumpSpeed = m_jumpSpeed; m_wasOnGround = false; m_wasJumping = false; @@ -166,7 +165,7 @@ btKinematicCharacterController::btKinematicCharacterController (btPairCachingGho setMaxSlope(btRadians(45.0)); } -btKinematicCharacterController::~btKinematicCharacterController () +btKinematicCharacterController::~btKinematicCharacterController() { } @@ -175,7 +174,7 @@ btPairCachingGhostObject* btKinematicCharacterController::getGhostObject() return m_ghostObject; } -bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* collisionWorld) +bool btKinematicCharacterController::recoverFromPenetration(btCollisionWorld* collisionWorld) { // Here we must refresh the overlapping paircache as the penetrating movement itself or the // previous recovery iteration might have used setWorldTransform and pushed us into an object @@ -186,19 +185,19 @@ bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* // paircache and the ghostobject's internal paircache at the same time. /BW btVector3 minAabb, maxAabb; - m_convexShape->getAabb(m_ghostObject->getWorldTransform(), minAabb,maxAabb); - collisionWorld->getBroadphase()->setAabb(m_ghostObject->getBroadphaseHandle(), - minAabb, - maxAabb, - collisionWorld->getDispatcher()); - + m_convexShape->getAabb(m_ghostObject->getWorldTransform(), minAabb, maxAabb); + collisionWorld->getBroadphase()->setAabb(m_ghostObject->getBroadphaseHandle(), + minAabb, + maxAabb, + collisionWorld->getDispatcher()); + bool penetration = false; collisionWorld->getDispatcher()->dispatchAllCollisionPairs(m_ghostObject->getOverlappingPairCache(), collisionWorld->getDispatchInfo(), collisionWorld->getDispatcher()); m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); - -// btScalar maxPen = btScalar(0.0); + + // btScalar maxPen = btScalar(0.0); for (int i = 0; i < m_ghostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++) { m_manifoldArray.resize(0); @@ -206,25 +205,24 @@ bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* btBroadphasePair* collisionPair = &m_ghostObject->getOverlappingPairCache()->getOverlappingPairArray()[i]; btCollisionObject* obj0 = static_cast(collisionPair->m_pProxy0->m_clientObject); - btCollisionObject* obj1 = static_cast(collisionPair->m_pProxy1->m_clientObject); + btCollisionObject* obj1 = static_cast(collisionPair->m_pProxy1->m_clientObject); if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse())) continue; if (!needsCollision(obj0, obj1)) continue; - + if (collisionPair->m_algorithm) collisionPair->m_algorithm->getAllContactManifolds(m_manifoldArray); - - for (int j=0;jgetBody0() == m_ghostObject ? btScalar(-1.0) : btScalar(1.0); - for (int p=0;pgetNumContacts();p++) + for (int p = 0; p < manifold->getNumContacts(); p++) { - const btManifoldPoint&pt = manifold->getContactPoint(p); + const btManifoldPoint& pt = manifold->getContactPoint(p); btScalar dist = pt.getDistance(); @@ -239,22 +237,24 @@ bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld* //} m_currentPosition += pt.m_normalWorldOnB * directionSign * dist * btScalar(0.2); penetration = true; - } else { + } + else + { //printf("touching %f\n", dist); } } - + //manifold->clearManifold(); } } btTransform newTrans = m_ghostObject->getWorldTransform(); newTrans.setOrigin(m_currentPosition); m_ghostObject->setWorldTransform(newTrans); -// printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]); + // printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]); return penetration; } -void btKinematicCharacterController::stepUp ( btCollisionWorld* world) +void btKinematicCharacterController::stepUp(btCollisionWorld* world) { btScalar stepHeight = 0.0f; if (m_verticalVelocity < 0.0) @@ -263,8 +263,8 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world) // phase 1: up btTransform start, end; - start.setIdentity (); - end.setIdentity (); + start.setIdentity(); + end.setIdentity(); /* FIXME: Handle penetration properly */ start.setOrigin(m_currentPosition); @@ -272,7 +272,7 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world) m_targetPosition = m_currentPosition + m_up * (stepHeight) + m_jumpAxis * ((m_verticalOffset > 0.f ? m_verticalOffset : 0.f)); m_currentPosition = m_targetPosition; - end.setOrigin (m_targetPosition); + end.setOrigin(m_targetPosition); start.setRotation(m_currentOrientation); end.setRotation(m_targetOrientation); @@ -280,10 +280,10 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world) btKinematicClosestNotMeConvexResultCallback callback(m_ghostObject, -m_up, m_maxSlopeCosine); callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; - + if (m_useGhostObjectSweepTest) { - m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration); + m_ghostObject->convexSweepTest(m_convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration); } else { @@ -298,7 +298,7 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world) // we moved up only a fraction of the step height m_currentStepOffset = stepHeight * callback.m_closestHitFraction; if (m_interpolateUp == true) - m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); + m_currentPosition.setInterpolate3(m_currentPosition, m_targetPosition, callback.m_closestHitFraction); else m_currentPosition = m_targetPosition; } @@ -329,7 +329,9 @@ void btKinematicCharacterController::stepUp ( btCollisionWorld* world) m_verticalVelocity = 0.0; m_currentStepOffset = m_stepHeight; } - } else { + } + else + { m_currentStepOffset = stepHeight; m_currentPosition = m_targetPosition; } @@ -342,43 +344,44 @@ bool btKinematicCharacterController::needsCollision(const btCollisionObject* bod return collides; } -void btKinematicCharacterController::updateTargetPositionBasedOnCollision (const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag) +void btKinematicCharacterController::updateTargetPositionBasedOnCollision(const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag) { btVector3 movementDirection = m_targetPosition - m_currentPosition; btScalar movementLength = movementDirection.length(); - if (movementLength>SIMD_EPSILON) + if (movementLength > SIMD_EPSILON) { movementDirection.normalize(); - btVector3 reflectDir = computeReflectionDirection (movementDirection, hitNormal); + btVector3 reflectDir = computeReflectionDirection(movementDirection, hitNormal); reflectDir.normalize(); btVector3 parallelDir, perpindicularDir; - parallelDir = parallelComponent (reflectDir, hitNormal); - perpindicularDir = perpindicularComponent (reflectDir, hitNormal); + parallelDir = parallelComponent(reflectDir, hitNormal); + perpindicularDir = perpindicularComponent(reflectDir, hitNormal); m_targetPosition = m_currentPosition; - if (0)//tangentMag != 0.0) + if (0) //tangentMag != 0.0) { - btVector3 parComponent = parallelDir * btScalar (tangentMag*movementLength); -// printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]); - m_targetPosition += parComponent; + btVector3 parComponent = parallelDir * btScalar(tangentMag * movementLength); + // printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]); + m_targetPosition += parComponent; } if (normalMag != 0.0) { - btVector3 perpComponent = perpindicularDir * btScalar (normalMag*movementLength); -// printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]); + btVector3 perpComponent = perpindicularDir * btScalar(normalMag * movementLength); + // printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]); m_targetPosition += perpComponent; } - } else + } + else { -// printf("movementLength don't normalize a zero vector\n"); + // printf("movementLength don't normalize a zero vector\n"); } } -void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* collisionWorld, const btVector3& walkMove) +void btKinematicCharacterController::stepForwardAndStrafe(btCollisionWorld* collisionWorld, const btVector3& walkMove) { // printf("m_normalizedDirection=%f,%f,%f\n", // m_normalizedDirection[0],m_normalizedDirection[1],m_normalizedDirection[2]); @@ -387,29 +390,28 @@ void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* co m_targetPosition = m_currentPosition + walkMove; - start.setIdentity (); - end.setIdentity (); - + start.setIdentity(); + end.setIdentity(); + btScalar fraction = 1.0; - btScalar distance2 = (m_currentPosition-m_targetPosition).length2(); -// printf("distance2=%f\n",distance2); + btScalar distance2 = (m_currentPosition - m_targetPosition).length2(); + // printf("distance2=%f\n",distance2); int maxIter = 10; while (fraction > btScalar(0.01) && maxIter-- > 0) { - start.setOrigin (m_currentPosition); - end.setOrigin (m_targetPosition); + start.setOrigin(m_currentPosition); + end.setOrigin(m_targetPosition); btVector3 sweepDirNegative(m_currentPosition - m_targetPosition); start.setRotation(m_currentOrientation); end.setRotation(m_targetOrientation); - btKinematicClosestNotMeConvexResultCallback callback (m_ghostObject, sweepDirNegative, btScalar(0.0)); + btKinematicClosestNotMeConvexResultCallback callback(m_ghostObject, sweepDirNegative, btScalar(0.0)); callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; - btScalar margin = m_convexShape->getMargin(); m_convexShape->setMargin(margin + m_addedMargin); @@ -426,18 +428,17 @@ void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* co } m_convexShape->setMargin(margin); - fraction -= callback.m_closestHitFraction; if (callback.hasHit() && m_ghostObject->hasContactResponse() && needsCollision(m_ghostObject, callback.m_hitCollisionObject)) - { + { // we moved only a fraction //btScalar hitDistance; //hitDistance = (callback.m_hitPointWorld - m_currentPosition).length(); -// m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); + // m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); - updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld); + updateTargetPositionBasedOnCollision(callback.m_hitNormalWorld); btVector3 currentDir = m_targetPosition - m_currentPosition; distance2 = currentDir.length2(); if (distance2 > SIMD_EPSILON) @@ -448,21 +449,21 @@ void btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld* co { break; } - } else + } + else { -// printf("currentDir: don't normalize a zero vector\n"); + // printf("currentDir: don't normalize a zero vector\n"); break; } - } - else - { - m_currentPosition = m_targetPosition; + else + { + m_currentPosition = m_targetPosition; } } } -void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld, btScalar dt) +void btKinematicCharacterController::stepDown(btCollisionWorld* collisionWorld, btScalar dt) { btTransform start, end, end_double; bool runonce = false; @@ -475,64 +476,64 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld m_targetPosition -= (step_drop + gravity_drop);*/ btVector3 orig_position = m_targetPosition; - - btScalar downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt; + + btScalar downVelocity = (m_verticalVelocity < 0.f ? -m_verticalVelocity : 0.f) * dt; if (m_verticalVelocity > 0.0) return; - if(downVelocity > 0.0 && downVelocity > m_fallSpeed - && (m_wasOnGround || !m_wasJumping)) + if (downVelocity > 0.0 && downVelocity > m_fallSpeed && (m_wasOnGround || !m_wasJumping)) downVelocity = m_fallSpeed; btVector3 step_drop = m_up * (m_currentStepOffset + downVelocity); m_targetPosition -= step_drop; btKinematicClosestNotMeConvexResultCallback callback(m_ghostObject, m_up, m_maxSlopeCosine); - callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; - callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; + callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; + callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; btKinematicClosestNotMeConvexResultCallback callback2(m_ghostObject, m_up, m_maxSlopeCosine); - callback2.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; - callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; + callback2.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup; + callback2.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask; while (1) { - start.setIdentity (); - end.setIdentity (); + start.setIdentity(); + end.setIdentity(); - end_double.setIdentity (); + end_double.setIdentity(); - start.setOrigin (m_currentPosition); - end.setOrigin (m_targetPosition); + start.setOrigin(m_currentPosition); + end.setOrigin(m_targetPosition); start.setRotation(m_currentOrientation); end.setRotation(m_targetOrientation); //set double test for 2x the step drop, to check for a large drop vs small drop - end_double.setOrigin (m_targetPosition - step_drop); + end_double.setOrigin(m_targetPosition - step_drop); if (m_useGhostObjectSweepTest) { - m_ghostObject->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); + m_ghostObject->convexSweepTest(m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); if (!callback.hasHit() && m_ghostObject->hasContactResponse()) { //test a double fall height, to see if the character should interpolate it's fall (full) or not (partial) - m_ghostObject->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); + m_ghostObject->convexSweepTest(m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); } - } else + } + else { - collisionWorld->convexSweepTest (m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); + collisionWorld->convexSweepTest(m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); if (!callback.hasHit() && m_ghostObject->hasContactResponse()) { //test a double fall height, to see if the character should interpolate it's fall (large) or not (small) - collisionWorld->convexSweepTest (m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); + collisionWorld->convexSweepTest(m_convexShape, start, end_double, callback2, collisionWorld->getDispatchInfo().m_allowedCcdPenetration); } } - - btScalar downVelocity2 = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt; + + btScalar downVelocity2 = (m_verticalVelocity < 0.f ? -m_verticalVelocity : 0.f) * dt; bool has_hit; if (bounce_fix == true) has_hit = (callback.hasHit() || callback2.hasHit()) && m_ghostObject->hasContactResponse() && needsCollision(m_ghostObject, callback.m_hitCollisionObject); @@ -543,8 +544,7 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld if (m_verticalVelocity < 0.0) stepHeight = m_stepHeight; - if (downVelocity2 > 0.0 && downVelocity2 < stepHeight && has_hit == true && runonce == false - && (m_wasOnGround || !m_wasJumping)) + if (downVelocity2 > 0.0 && downVelocity2 < stepHeight && has_hit == true && runonce == false && (m_wasOnGround || !m_wasJumping)) { //redo the velocity calculation when falling a small amount, for fast stairs motion //for larger falls, use the smoother/slower interpolated movement by not touching the target position @@ -555,7 +555,7 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld step_drop = m_up * (m_currentStepOffset + downVelocity); m_targetPosition -= step_drop; runonce = true; - continue; //re-run previous tests + continue; //re-run previous tests } break; } @@ -570,30 +570,32 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld if (bounce_fix == true) { if (full_drop == true) - m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); - else + m_currentPosition.setInterpolate3(m_currentPosition, m_targetPosition, callback.m_closestHitFraction); + else //due to errors in the closestHitFraction variable when used with large polygons, calculate the hit fraction manually - m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, fraction); + m_currentPosition.setInterpolate3(m_currentPosition, m_targetPosition, fraction); } else - m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction); + m_currentPosition.setInterpolate3(m_currentPosition, m_targetPosition, callback.m_closestHitFraction); full_drop = false; m_verticalVelocity = 0.0; m_verticalOffset = 0.0; m_wasJumping = false; - } else { + } + else + { // we dropped the full height full_drop = true; if (bounce_fix == true) { - downVelocity = (m_verticalVelocity<0.f?-m_verticalVelocity:0.f) * dt; + downVelocity = (m_verticalVelocity < 0.f ? -m_verticalVelocity : 0.f) * dt; if (downVelocity > m_fallSpeed && (m_wasOnGround || !m_wasJumping)) { - m_targetPosition += step_drop; //undo previous target change + m_targetPosition += step_drop; //undo previous target change downVelocity = m_fallSpeed; step_drop = m_up * (m_currentStepOffset + downVelocity); m_targetPosition -= step_drop; @@ -605,30 +607,22 @@ void btKinematicCharacterController::stepDown ( btCollisionWorld* collisionWorld } } - - -void btKinematicCharacterController::setWalkDirection -( -const btVector3& walkDirection -) +void btKinematicCharacterController::setWalkDirection( + const btVector3& walkDirection) { m_useWalkDirection = true; m_walkDirection = walkDirection; m_normalizedDirection = getNormalizedVector(m_walkDirection); } - - -void btKinematicCharacterController::setVelocityForTimeInterval -( -const btVector3& velocity, -btScalar timeInterval -) +void btKinematicCharacterController::setVelocityForTimeInterval( + const btVector3& velocity, + btScalar timeInterval) { -// printf("setVelocity!\n"); -// printf(" interval: %f\n", timeInterval); -// printf(" velocity: (%f, %f, %f)\n", -// velocity.x(), velocity.y(), velocity.z()); + // printf("setVelocity!\n"); + // printf(" interval: %f\n", timeInterval); + // printf(" velocity: (%f, %f, %f)\n", + // velocity.x(), velocity.y(), velocity.z()); m_useWalkDirection = false; m_walkDirection = velocity; @@ -661,7 +655,7 @@ void btKinematicCharacterController::setLinearVelocity(const btVector3& velocity btVector3 upComponent = m_up * (btSin(SIMD_HALF_PI - btAcos(c)) * m_walkDirection.length()); m_walkDirection -= upComponent; m_verticalVelocity = (c < 0.0f ? -1 : 1) * upComponent.length(); - + if (c > 0.0f) { m_wasJumping = true; @@ -678,46 +672,45 @@ btVector3 btKinematicCharacterController::getLinearVelocity() const return m_walkDirection + (m_verticalVelocity * m_up); } -void btKinematicCharacterController::reset ( btCollisionWorld* collisionWorld ) +void btKinematicCharacterController::reset(btCollisionWorld* collisionWorld) { - m_verticalVelocity = 0.0; - m_verticalOffset = 0.0; - m_wasOnGround = false; - m_wasJumping = false; - m_walkDirection.setValue(0,0,0); - m_velocityTimeInterval = 0.0; + m_verticalVelocity = 0.0; + m_verticalOffset = 0.0; + m_wasOnGround = false; + m_wasJumping = false; + m_walkDirection.setValue(0, 0, 0); + m_velocityTimeInterval = 0.0; - //clear pair cache - btHashedOverlappingPairCache *cache = m_ghostObject->getOverlappingPairCache(); - while (cache->getOverlappingPairArray().size() > 0) - { - cache->removeOverlappingPair(cache->getOverlappingPairArray()[0].m_pProxy0, cache->getOverlappingPairArray()[0].m_pProxy1, collisionWorld->getDispatcher()); - } + //clear pair cache + btHashedOverlappingPairCache* cache = m_ghostObject->getOverlappingPairCache(); + while (cache->getOverlappingPairArray().size() > 0) + { + cache->removeOverlappingPair(cache->getOverlappingPairArray()[0].m_pProxy0, cache->getOverlappingPairArray()[0].m_pProxy1, collisionWorld->getDispatcher()); + } } -void btKinematicCharacterController::warp (const btVector3& origin) +void btKinematicCharacterController::warp(const btVector3& origin) { btTransform xform; xform.setIdentity(); - xform.setOrigin (origin); - m_ghostObject->setWorldTransform (xform); + xform.setOrigin(origin); + m_ghostObject->setWorldTransform(xform); } - -void btKinematicCharacterController::preStep ( btCollisionWorld* collisionWorld) +void btKinematicCharacterController::preStep(btCollisionWorld* collisionWorld) { m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); m_targetPosition = m_currentPosition; m_currentOrientation = m_ghostObject->getWorldTransform().getRotation(); m_targetOrientation = m_currentOrientation; -// printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]); + // printf("m_targetPosition=%f,%f,%f\n",m_targetPosition[0],m_targetPosition[1],m_targetPosition[2]); } -void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWorld, btScalar dt) +void btKinematicCharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar dt) { -// printf("playerStep(): "); -// printf(" dt = %f", dt); + // printf("playerStep(): "); + // printf(" dt = %f", dt); if (m_AngVel.length2() > 0.0f) { @@ -744,16 +737,17 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo } // quick check... - if (!m_useWalkDirection && (m_velocityTimeInterval <= 0.0)) { -// printf("\n"); - return; // no motion + if (!m_useWalkDirection && (m_velocityTimeInterval <= 0.0 || m_walkDirection.fuzzyZero())) + { + // printf("\n"); + return; // no motion } m_wasOnGround = onGround(); //btVector3 lvel = m_walkDirection; //btScalar c = 0.0f; - + if (m_walkDirection.length2() > 0) { // apply damping @@ -761,7 +755,7 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo } m_verticalVelocity *= btPow(btScalar(1) - m_linearDamping, dt); - + // Update fall velocity. m_verticalVelocity -= m_gravity * dt; if (m_verticalVelocity > 0.0 && m_verticalVelocity > m_jumpSpeed) @@ -777,12 +771,12 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo btTransform xform; xform = m_ghostObject->getWorldTransform(); -// printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]); -// printf("walkSpeed=%f\n",walkSpeed); + // printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]); + // printf("walkSpeed=%f\n",walkSpeed); stepUp(collisionWorld); //todo: Experimenting with behavior of controller when it hits a ceiling.. - //bool hitUp = stepUp (collisionWorld); + //bool hitUp = stepUp (collisionWorld); //if (hitUp) //{ // m_verticalVelocity -= m_gravity * dt; @@ -799,9 +793,12 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo // xform = m_ghostObject->getWorldTransform(); //} - if (m_useWalkDirection) { - stepForwardAndStrafe (collisionWorld, m_walkDirection); - } else { + if (m_useWalkDirection) + { + stepForwardAndStrafe(collisionWorld, m_walkDirection); + } + else + { //printf(" time: %f", m_velocityTimeInterval); // still have some time left for moving! btScalar dtMoving = @@ -816,7 +813,7 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo // okay, step stepForwardAndStrafe(collisionWorld, move); } - stepDown (collisionWorld, dt); + stepDown(collisionWorld, dt); //todo: Experimenting with max jump height //if (m_wasJumping) @@ -827,7 +824,7 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo // // substract the overshoot // m_currentPosition[m_upAxis] -= ds - m_maxJumpHeight; - // // max height was reached, so potential energy is at max + // // max height was reached, so potential energy is at max // // and kinematic energy is 0, thus velocity is 0. // if (m_verticalVelocity > 0.0) // m_verticalVelocity = 0.0; @@ -835,8 +832,8 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo //} // printf("\n"); - xform.setOrigin (m_currentPosition); - m_ghostObject->setWorldTransform (xform); + xform.setOrigin(m_currentPosition); + m_ghostObject->setWorldTransform(xform); int numPenetrationLoops = 0; m_touchingContact = false; @@ -852,23 +849,23 @@ void btKinematicCharacterController::playerStep ( btCollisionWorld* collisionWo } } -void btKinematicCharacterController::setFallSpeed (btScalar fallSpeed) +void btKinematicCharacterController::setFallSpeed(btScalar fallSpeed) { m_fallSpeed = fallSpeed; } -void btKinematicCharacterController::setJumpSpeed (btScalar jumpSpeed) +void btKinematicCharacterController::setJumpSpeed(btScalar jumpSpeed) { m_jumpSpeed = jumpSpeed; m_SetjumpSpeed = m_jumpSpeed; } -void btKinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight) +void btKinematicCharacterController::setMaxJumpHeight(btScalar maxJumpHeight) { m_maxJumpHeight = maxJumpHeight; } -bool btKinematicCharacterController::canJump () const +bool btKinematicCharacterController::canJump() const { return onGround(); } @@ -927,20 +924,20 @@ btScalar btKinematicCharacterController::getMaxPenetrationDepth() const return m_maxPenetrationDepth; } -bool btKinematicCharacterController::onGround () const +bool btKinematicCharacterController::onGround() const { return (fabs(m_verticalVelocity) < SIMD_EPSILON) && (fabs(m_verticalOffset) < SIMD_EPSILON); } -void btKinematicCharacterController::setStepHeight(btScalar h) +void btKinematicCharacterController::setStepHeight(btScalar h) { m_stepHeight = h; } btVector3* btKinematicCharacterController::getUpAxisDirections() { - static btVector3 sUpAxisDirection[3] = { btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f) }; - + static btVector3 sUpAxisDirection[3] = {btVector3(1.0f, 0.0f, 0.0f), btVector3(0.0f, 1.0f, 0.0f), btVector3(0.0f, 0.0f, 1.0f)}; + return sUpAxisDirection; } @@ -997,4 +994,3 @@ btQuaternion btKinematicCharacterController::getRotation(btVector3& v0, btVector return shortestArcQuatNormalize2(v0, v1); } - diff --git a/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h b/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h index 00c59c0248..ff34fc871a 100644 --- a/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h +++ b/thirdparty/bullet/BulletDynamics/Character/btKinematicCharacterController.h @@ -13,7 +13,6 @@ subject to the following restrictions: 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 @@ -23,7 +22,6 @@ subject to the following restrictions: #include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" - class btCollisionShape; class btConvexShape; class btRigidBody; @@ -34,15 +32,15 @@ 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 +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 - + 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; @@ -50,33 +48,33 @@ protected: 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_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 + 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_walkDirection; + btVector3 m_normalizedDirection; + btVector3 m_AngVel; - btVector3 m_jumpPosition; + btVector3 m_jumpPosition; //some internal variables btVector3 m_currentPosition; - btScalar m_currentStepOffset; + btScalar m_currentStepOffset; btVector3 m_targetPosition; btQuaternion m_currentOrientation; btQuaternion m_targetOrientation; ///keep track of the contact manifolds - btManifoldArray m_manifoldArray; + btManifoldArray m_manifoldArray; bool m_touchingContact; btVector3 m_touchingNormal; @@ -84,52 +82,50 @@ protected: btScalar m_linearDamping; btScalar m_angularDamping; - bool m_wasOnGround; - bool m_wasJumping; - bool m_useGhostObjectSweepTest; - bool m_useWalkDirection; - btScalar m_velocityTimeInterval; + 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; + 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); + 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); + 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; + 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 (); - + 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) + virtual void updateAction(btCollisionWorld * collisionWorld, btScalar deltaTime) { - preStep ( collisionWorld); - playerStep (collisionWorld, deltaTime); + preStep(collisionWorld); + playerStep(collisionWorld, deltaTime); } - + ///btActionInterface interface - void debugDraw(btIDebugDraw* debugDrawer); + void debugDraw(btIDebugDraw * debugDrawer); void setUp(const btVector3& up); @@ -140,7 +136,7 @@ public: /// increment the position each simulation iteration, regardless /// of dt. /// This call will reset any velocity set by setVelocityForTimeInterval(). - virtual void setWalkDirection(const btVector3& walkDirection); + 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 @@ -148,7 +144,7 @@ public: /// 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); + btScalar timeInterval); virtual void setAngularVelocity(const btVector3& velocity); virtual const btVector3& getAngularVelocity() const; @@ -157,24 +153,24 @@ public: 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; } + 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; } + btScalar getAngularDamping() const { return m_angularDamping; } - void reset ( btCollisionWorld* collisionWorld ); - void warp (const btVector3& origin); + void reset(btCollisionWorld * collisionWorld); + void warp(const btVector3& origin); - void preStep ( btCollisionWorld* collisionWorld); - void playerStep ( btCollisionWorld* collisionWorld, btScalar dt); + void preStep(btCollisionWorld * collisionWorld); + void playerStep(btCollisionWorld * collisionWorld, btScalar dt); void setStepHeight(btScalar h); btScalar getStepHeight() const { return m_stepHeight; } - void setFallSpeed (btScalar fallSpeed); + void setFallSpeed(btScalar fallSpeed); btScalar getFallSpeed() const { return m_fallSpeed; } - void setJumpSpeed (btScalar jumpSpeed); + void setJumpSpeed(btScalar jumpSpeed); btScalar getJumpSpeed() const { return m_jumpSpeed; } - void setMaxJumpHeight (btScalar maxJumpHeight); - bool canJump () const; + void setMaxJumpHeight(btScalar maxJumpHeight); + bool canJump() const; void jump(const btVector3& v = btVector3(0, 0, 0)); @@ -192,13 +188,13 @@ public: btScalar getMaxPenetrationDepth() const; btPairCachingGhostObject* getGhostObject(); - void setUseGhostSweepTest(bool useGhostObjectSweepTest) + void setUseGhostSweepTest(bool useGhostObjectSweepTest) { m_useGhostObjectSweepTest = useGhostObjectSweepTest; } - bool onGround () const; - void setUpInterpolate (bool value); + bool onGround() const; + void setUpInterpolate(bool value); }; -#endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H +#endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H -- cgit v1.2.3