mirror of https://github.com/axmolengine/axmol.git
201 lines
7.3 KiB
C++
201 lines
7.3 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H
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#define BT_KINEMATIC_CHARACTER_CONTROLLER_H
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#include "LinearMath/btVector3.h"
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#include "btCharacterControllerInterface.h"
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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class btCollisionShape;
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class btConvexShape;
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class btRigidBody;
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class btCollisionWorld;
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class btCollisionDispatcher;
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class btPairCachingGhostObject;
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///btKinematicCharacterController is an object that supports a sliding motion in a world.
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///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.
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///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user.
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ATTRIBUTE_ALIGNED16(class)
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btKinematicCharacterController : public btCharacterControllerInterface
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{
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protected:
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btScalar m_halfHeight;
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btPairCachingGhostObject* m_ghostObject;
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btConvexShape* m_convexShape; //is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
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btScalar m_maxPenetrationDepth;
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btScalar m_verticalVelocity;
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btScalar m_verticalOffset;
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btScalar m_fallSpeed;
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btScalar m_jumpSpeed;
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btScalar m_SetjumpSpeed;
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btScalar m_maxJumpHeight;
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btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value)
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btScalar m_maxSlopeCosine; // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization)
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btScalar m_gravity;
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btScalar m_turnAngle;
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btScalar m_stepHeight;
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btScalar m_addedMargin; //@todo: remove this and fix the code
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///this is the desired walk direction, set by the user
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btVector3 m_walkDirection;
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btVector3 m_normalizedDirection;
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btVector3 m_AngVel;
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btVector3 m_jumpPosition;
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//some internal variables
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btVector3 m_currentPosition;
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btScalar m_currentStepOffset;
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btVector3 m_targetPosition;
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btQuaternion m_currentOrientation;
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btQuaternion m_targetOrientation;
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///keep track of the contact manifolds
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btManifoldArray m_manifoldArray;
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bool m_touchingContact;
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btVector3 m_touchingNormal;
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btScalar m_linearDamping;
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btScalar m_angularDamping;
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bool m_wasOnGround;
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bool m_wasJumping;
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bool m_useGhostObjectSweepTest;
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bool m_useWalkDirection;
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btScalar m_velocityTimeInterval;
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btVector3 m_up;
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btVector3 m_jumpAxis;
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static btVector3* getUpAxisDirections();
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bool m_interpolateUp;
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bool full_drop;
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bool bounce_fix;
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btVector3 computeReflectionDirection(const btVector3& direction, const btVector3& normal);
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btVector3 parallelComponent(const btVector3& direction, const btVector3& normal);
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btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal);
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bool recoverFromPenetration(btCollisionWorld * collisionWorld);
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void stepUp(btCollisionWorld * collisionWorld);
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void updateTargetPositionBasedOnCollision(const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
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void stepForwardAndStrafe(btCollisionWorld * collisionWorld, const btVector3& walkMove);
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void stepDown(btCollisionWorld * collisionWorld, btScalar dt);
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virtual bool needsCollision(const btCollisionObject* body0, const btCollisionObject* body1);
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void setUpVector(const btVector3& up);
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btQuaternion getRotation(btVector3 & v0, btVector3 & v1) const;
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public:
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BT_DECLARE_ALIGNED_ALLOCATOR();
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btKinematicCharacterController(btPairCachingGhostObject * ghostObject, btConvexShape * convexShape, btScalar stepHeight, const btVector3& up = btVector3(1.0, 0.0, 0.0));
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~btKinematicCharacterController();
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///btActionInterface interface
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virtual void updateAction(btCollisionWorld * collisionWorld, btScalar deltaTime)
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{
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preStep(collisionWorld);
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playerStep(collisionWorld, deltaTime);
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}
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///btActionInterface interface
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void debugDraw(btIDebugDraw * debugDrawer);
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void setUp(const btVector3& up);
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const btVector3& getUp() { return m_up; }
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/// This should probably be called setPositionIncrementPerSimulatorStep.
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/// This is neither a direction nor a velocity, but the amount to
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/// increment the position each simulation iteration, regardless
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/// of dt.
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/// This call will reset any velocity set by setVelocityForTimeInterval().
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virtual void setWalkDirection(const btVector3& walkDirection);
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/// Caller provides a velocity with which the character should move for
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/// the given time period. After the time period, velocity is reset
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/// to zero.
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/// This call will reset any walk direction set by setWalkDirection().
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/// Negative time intervals will result in no motion.
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virtual void setVelocityForTimeInterval(const btVector3& velocity,
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btScalar timeInterval);
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virtual void setAngularVelocity(const btVector3& velocity);
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virtual const btVector3& getAngularVelocity() const;
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virtual void setLinearVelocity(const btVector3& velocity);
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virtual btVector3 getLinearVelocity() const;
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void setLinearDamping(btScalar d) { m_linearDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
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btScalar getLinearDamping() const { return m_linearDamping; }
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void setAngularDamping(btScalar d) { m_angularDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
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btScalar getAngularDamping() const { return m_angularDamping; }
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void reset(btCollisionWorld * collisionWorld);
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void warp(const btVector3& origin);
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void preStep(btCollisionWorld * collisionWorld);
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void playerStep(btCollisionWorld * collisionWorld, btScalar dt);
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void setStepHeight(btScalar h);
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btScalar getStepHeight() const { return m_stepHeight; }
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void setFallSpeed(btScalar fallSpeed);
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btScalar getFallSpeed() const { return m_fallSpeed; }
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void setJumpSpeed(btScalar jumpSpeed);
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btScalar getJumpSpeed() const { return m_jumpSpeed; }
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void setMaxJumpHeight(btScalar maxJumpHeight);
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bool canJump() const;
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void jump(const btVector3& v = btVector3(0, 0, 0));
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void applyImpulse(const btVector3& v) { jump(v); }
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void setGravity(const btVector3& gravity);
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btVector3 getGravity() const;
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/// The max slope determines the maximum angle that the controller can walk up.
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/// The slope angle is measured in radians.
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void setMaxSlope(btScalar slopeRadians);
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btScalar getMaxSlope() const;
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void setMaxPenetrationDepth(btScalar d);
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btScalar getMaxPenetrationDepth() const;
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btPairCachingGhostObject* getGhostObject();
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void setUseGhostSweepTest(bool useGhostObjectSweepTest)
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{
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m_useGhostObjectSweepTest = useGhostObjectSweepTest;
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}
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bool onGround() const;
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void setUpInterpolate(bool value);
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};
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#endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H
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