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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
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