1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 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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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | |
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17 | #ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H |
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18 | #define BT_KINEMATIC_CHARACTER_CONTROLLER_H |
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19 | |
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20 | #include "LinearMath/btVector3.h" |
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21 | |
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22 | #include "btCharacterControllerInterface.h" |
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23 | |
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24 | #include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h" |
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25 | |
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26 | |
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27 | class btCollisionShape; |
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28 | class btRigidBody; |
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29 | class btCollisionWorld; |
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30 | class btCollisionDispatcher; |
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31 | class btPairCachingGhostObject; |
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32 | |
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33 | ///btKinematicCharacterController is an object that supports a sliding motion in a world. |
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34 | ///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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35 | ///Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user. |
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36 | class btKinematicCharacterController : public btCharacterControllerInterface |
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37 | { |
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38 | protected: |
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39 | |
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40 | btScalar m_halfHeight; |
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41 | |
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42 | btPairCachingGhostObject* m_ghostObject; |
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43 | 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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44 | |
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45 | btScalar m_verticalVelocity; |
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46 | btScalar m_verticalOffset; |
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47 | btScalar m_fallSpeed; |
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48 | btScalar m_jumpSpeed; |
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49 | btScalar m_maxJumpHeight; |
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50 | btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value) |
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51 | btScalar m_maxSlopeCosine; // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization) |
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52 | btScalar m_gravity; |
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53 | |
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54 | btScalar m_turnAngle; |
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55 | |
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56 | btScalar m_stepHeight; |
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57 | |
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58 | btScalar m_addedMargin;//@todo: remove this and fix the code |
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59 | |
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60 | ///this is the desired walk direction, set by the user |
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61 | btVector3 m_walkDirection; |
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62 | btVector3 m_normalizedDirection; |
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63 | |
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64 | //some internal variables |
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65 | btVector3 m_currentPosition; |
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66 | btScalar m_currentStepOffset; |
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67 | btVector3 m_targetPosition; |
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68 | |
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69 | ///keep track of the contact manifolds |
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70 | btManifoldArray m_manifoldArray; |
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71 | |
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72 | bool m_touchingContact; |
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73 | btVector3 m_touchingNormal; |
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74 | |
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75 | bool m_wasOnGround; |
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76 | bool m_wasJumping; |
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77 | bool m_useGhostObjectSweepTest; |
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78 | bool m_useWalkDirection; |
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79 | btScalar m_velocityTimeInterval; |
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80 | int m_upAxis; |
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81 | |
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82 | static btVector3* getUpAxisDirections(); |
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83 | |
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84 | btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal); |
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85 | btVector3 parallelComponent (const btVector3& direction, const btVector3& normal); |
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86 | btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal); |
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87 | |
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88 | bool recoverFromPenetration ( btCollisionWorld* collisionWorld); |
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89 | void stepUp (btCollisionWorld* collisionWorld); |
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90 | void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0)); |
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91 | void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove); |
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92 | void stepDown (btCollisionWorld* collisionWorld, btScalar dt); |
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93 | public: |
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94 | btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis = 1); |
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95 | ~btKinematicCharacterController (); |
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96 | |
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97 | |
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98 | ///btActionInterface interface |
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99 | virtual void updateAction( btCollisionWorld* collisionWorld,btScalar deltaTime) |
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100 | { |
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101 | preStep ( collisionWorld); |
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102 | playerStep (collisionWorld, deltaTime); |
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103 | } |
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104 | |
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105 | ///btActionInterface interface |
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106 | void debugDraw(btIDebugDraw* debugDrawer); |
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107 | |
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108 | void setUpAxis (int axis) |
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109 | { |
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110 | if (axis < 0) |
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111 | axis = 0; |
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112 | if (axis > 2) |
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113 | axis = 2; |
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114 | m_upAxis = axis; |
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115 | } |
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116 | |
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117 | /// This should probably be called setPositionIncrementPerSimulatorStep. |
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118 | /// This is neither a direction nor a velocity, but the amount to |
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119 | /// increment the position each simulation iteration, regardless |
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120 | /// of dt. |
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121 | /// This call will reset any velocity set by setVelocityForTimeInterval(). |
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122 | virtual void setWalkDirection(const btVector3& walkDirection); |
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123 | |
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124 | /// Caller provides a velocity with which the character should move for |
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125 | /// the given time period. After the time period, velocity is reset |
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126 | /// to zero. |
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127 | /// This call will reset any walk direction set by setWalkDirection(). |
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128 | /// Negative time intervals will result in no motion. |
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129 | virtual void setVelocityForTimeInterval(const btVector3& velocity, |
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130 | btScalar timeInterval); |
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131 | |
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132 | void reset (); |
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133 | void warp (const btVector3& origin); |
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134 | |
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135 | void preStep ( btCollisionWorld* collisionWorld); |
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136 | void playerStep ( btCollisionWorld* collisionWorld, btScalar dt); |
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137 | |
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138 | void setFallSpeed (btScalar fallSpeed); |
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139 | void setJumpSpeed (btScalar jumpSpeed); |
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140 | void setMaxJumpHeight (btScalar maxJumpHeight); |
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141 | bool canJump () const; |
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142 | |
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143 | void jump (); |
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144 | |
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145 | void setGravity(btScalar gravity); |
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146 | btScalar getGravity() const; |
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147 | |
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148 | /// The max slope determines the maximum angle that the controller can walk up. |
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149 | /// The slope angle is measured in radians. |
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150 | void setMaxSlope(btScalar slopeRadians); |
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151 | btScalar getMaxSlope() const; |
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152 | |
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153 | btPairCachingGhostObject* getGhostObject(); |
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154 | void setUseGhostSweepTest(bool useGhostObjectSweepTest) |
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155 | { |
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156 | m_useGhostObjectSweepTest = useGhostObjectSweepTest; |
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157 | } |
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158 | |
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159 | bool onGround () const; |
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160 | }; |
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161 | |
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162 | #endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H |
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