Remove unused btKinematicCharacterController

actorid
scrawl 11 years ago
parent 264736c139
commit d4aeb177f9

@ -93,8 +93,6 @@ set(OENGINE_GUI
) )
set(OENGINE_BULLET set(OENGINE_BULLET
${LIBDIR}/openengine/bullet/btKinematicCharacterController.cpp
${LIBDIR}/openengine/bullet/btKinematicCharacterController.h
${LIBDIR}/openengine/bullet/BtOgre.cpp ${LIBDIR}/openengine/bullet/BtOgre.cpp
${LIBDIR}/openengine/bullet/BtOgreExtras.h ${LIBDIR}/openengine/bullet/BtOgreExtras.h
${LIBDIR}/openengine/bullet/BtOgreGP.h ${LIBDIR}/openengine/bullet/BtOgreGP.h

@ -1,643 +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.
*/
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionDispatch/btGhostObject.h"
#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
#include "BulletCollision/BroadphaseCollision/btOverlappingPairCache.h"
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
#include "LinearMath/btDefaultMotionState.h"
#include "btKinematicCharacterController.h"
///@todo Interact with dynamic objects,
///Ride kinematicly animated platforms properly
///Support ducking
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))
{
m_me[0] = me;
count = 1;
}
btKinematicClosestNotMeRayResultCallback (btCollisionObject* me[], int count_) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
{
count = count_;
for(int i = 0; i < count; i++)
m_me[i] = me[i];
}
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
{
for(int i = 0; i < count; i++)
if (rayResult.m_collisionObject == m_me[i])
return 1.0;
return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
}
protected:
btCollisionObject* m_me[10];
int count;
};
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 )
{
}
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
{
if( convexResult.m_hitCollisionObject == m_me )
return btScalar( 1 );
btVector3 hitNormalWorld;
if( normalInWorldSpace )
{
hitNormalWorld = convexResult.m_hitNormalLocal;
}
else
{
///need to transform normal into worldspace
hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
}
// NOTE : m_hitNormalLocal is not always vertical on the ground with a capsule or a box...
btScalar dotUp = m_up.dot(hitNormalWorld);
if( dotUp < m_minSlopeDot )
return btScalar( 1 );
return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
}
protected:
btCollisionObject* m_me;
const btVector3 m_up;
btScalar m_minSlopeDot;
};
btKinematicCharacterController::btKinematicCharacterController( btPairCachingGhostObject* externalGhostObject_,
btPairCachingGhostObject* internalGhostObject_,
btScalar stepHeight,
btScalar constantScale,
btScalar gravity,
btScalar fallVelocity,
btScalar jumpVelocity,
btScalar recoveringFactor )
{
m_upAxis = btKinematicCharacterController::Y_AXIS;
m_walkDirection.setValue( btScalar( 0 ), btScalar( 0 ), btScalar( 0 ) );
m_useGhostObjectSweepTest = true;
externalGhostObject = externalGhostObject_;
internalGhostObject = internalGhostObject_;
m_recoveringFactor = recoveringFactor;
m_stepHeight = stepHeight;
m_useWalkDirection = true; // use walk direction by default, legacy behavior
m_velocityTimeInterval = btScalar( 0 );
m_verticalVelocity = btScalar( 0 );
m_verticalOffset = btScalar( 0 );
m_gravity = constantScale * gravity;
m_fallSpeed = constantScale * fallVelocity; // Terminal velocity of a sky diver in m/s.
m_jumpSpeed = constantScale * jumpVelocity; // ?
m_wasJumping = false;
setMaxSlope( btRadians( 45.0 ) );
mCollision = true;
}
btKinematicCharacterController::~btKinematicCharacterController ()
{
}
void btKinematicCharacterController::setVerticalVelocity(float z)
{
m_verticalVelocity = z;
}
bool btKinematicCharacterController::recoverFromPenetration( btCollisionWorld* collisionWorld )
{
bool penetration = false;
if(!mCollision) return penetration;
collisionWorld->getDispatcher()->dispatchAllCollisionPairs( internalGhostObject->getOverlappingPairCache(),
collisionWorld->getDispatchInfo(),
collisionWorld->getDispatcher() );
btVector3 currentPosition = internalGhostObject->getWorldTransform().getOrigin();
btScalar maxPen = btScalar( 0 );
for( int i = 0; i < internalGhostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++ )
{
m_manifoldArray.resize(0);
btBroadphasePair* collisionPair = &internalGhostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
if( collisionPair->m_algorithm )
collisionPair->m_algorithm->getAllContactManifolds( m_manifoldArray );
for( int j = 0; j < m_manifoldArray.size(); j++ )
{
btPersistentManifold* manifold = m_manifoldArray[j];
btScalar directionSign = manifold->getBody0() == internalGhostObject ? btScalar( -1.0 ) : btScalar( 1.0 );
for( int p = 0; p < manifold->getNumContacts(); p++ )
{
const btManifoldPoint&pt = manifold->getContactPoint( p );
if( (manifold->getBody1() == externalGhostObject && manifold->getBody0() == internalGhostObject)
||(manifold->getBody0() == externalGhostObject && manifold->getBody1() == internalGhostObject) )
{
}
else
{
btScalar dist = pt.getDistance();
if( dist < 0.0 )
{
if( dist < maxPen )
maxPen = dist;
// NOTE : btScalar affects the stairs but the parkinson...
// 0.0 , the capsule can break the walls...
currentPosition += pt.m_normalWorldOnB * directionSign * dist * m_recoveringFactor;
penetration = true;
}
}
}
// ???
//manifold->clearManifold();
}
}
btTransform transform = internalGhostObject->getWorldTransform();
transform.setOrigin( currentPosition );
internalGhostObject->setWorldTransform( transform );
externalGhostObject->setWorldTransform( transform );
return penetration;
}
btVector3 btKinematicCharacterController::stepUp( btCollisionWorld* world, const btVector3& currentPosition, btScalar& currentStepOffset )
{
btVector3 targetPosition = currentPosition + getUpAxisDirections()[ m_upAxis ] * ( m_stepHeight + ( m_verticalOffset > btScalar( 0.0 ) ? m_verticalOffset : 0.0 ) );
//if the no collisions mode is on, no need to go any further
if(!mCollision)
{
currentStepOffset = m_stepHeight;
return targetPosition;
}
// Retrieve the collision shape
//
btCollisionShape* collisionShape = externalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
// FIXME: Handle penetration properly
//
btTransform start;
start.setIdentity();
start.setOrigin( currentPosition + getUpAxisDirections()[ m_upAxis ] * ( convexShape->getMargin() ) );
btTransform end;
end.setIdentity();
end.setOrigin( targetPosition );
btKinematicClosestNotMeConvexResultCallback callback( externalGhostObject, -getUpAxisDirections()[ m_upAxis ], m_maxSlopeCosine );
callback.m_collisionFilterGroup = externalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = externalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
// Sweep test
//
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, world->getDispatchInfo().m_allowedCcdPenetration );
else
world->convexSweepTest( convexShape, start, end, callback );
if( callback.hasHit() )
{
// Only modify the position if the hit was a slope and not a wall or ceiling.
//
if( callback.m_hitNormalWorld.dot(getUpAxisDirections()[m_upAxis]) > btScalar( 0.0 ) )
{
// We moved up only a fraction of the step height
//
currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
return currentPosition.lerp( targetPosition, callback.m_closestHitFraction );
}
m_verticalVelocity = btScalar( 0.0 );
m_verticalOffset = btScalar( 0.0 );
return currentPosition;
}
else
{
currentStepOffset = m_stepHeight;
return targetPosition;
}
}
///Reflect the vector d around the vector r
inline btVector3 reflect( const btVector3& d, const btVector3& r )
{
return d - ( btScalar( 2.0 ) * d.dot( r ) ) * r;
}
///Project a vector u on another vector v
inline btVector3 project( const btVector3& u, const btVector3& v )
{
return v * u.dot( v );
}
///Helper for computing the character sliding
inline btVector3 slide( const btVector3& direction, const btVector3& planeNormal )
{
return direction - project( direction, planeNormal );
}
btVector3 slideOnCollision( const btVector3& fromPosition, const btVector3& toPosition, const btVector3& hitNormal )
{
btVector3 moveDirection = toPosition - fromPosition;
btScalar moveLength = moveDirection.length();
if( moveLength <= btScalar( SIMD_EPSILON ) )
return toPosition;
moveDirection.normalize();
btVector3 reflectDir = reflect( moveDirection, hitNormal );
reflectDir.normalize();
return fromPosition + slide( reflectDir, hitNormal ) * moveLength;
}
btVector3 btKinematicCharacterController::stepForwardAndStrafe( btCollisionWorld* collisionWorld, const btVector3& currentPosition, const btVector3& walkMove )
{
// We go to !
//
btVector3 targetPosition = currentPosition + walkMove;
//if the no collisions mode is on, no need to go any further
if(!mCollision) return targetPosition;
// Retrieve the collision shape
//
btCollisionShape* collisionShape = externalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
btTransform start;
start.setIdentity();
btTransform end;
end.setIdentity();
btScalar fraction = btScalar( 1.0 );
// This optimization scheme suffers in the corners.
// It basically jumps from a wall to another, then fails to find a new
// position (after 4 iterations here) and finally don't move at all.
//
// The stepping algorithm adds some problems with stairs. It seems
// the treads create some fake corner using capsules for collisions.
//
for( int i = 0; i < 4 && fraction > btScalar( 0.01 ); i++ )
{
start.setOrigin( currentPosition );
end.setOrigin( targetPosition );
btVector3 sweepDirNegative = currentPosition - targetPosition;
btKinematicClosestNotMeConvexResultCallback callback( externalGhostObject, sweepDirNegative, btScalar( 0.0 ) );
callback.m_collisionFilterGroup = externalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = externalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
else
collisionWorld->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
if( callback.hasHit() )
{
// Try another target position
//
targetPosition = slideOnCollision( currentPosition, targetPosition, callback.m_hitNormalWorld );
fraction = callback.m_closestHitFraction;
}
else
// Move to the valid target position
//
return targetPosition;
}
// Don't move if you can't find a valid target position...
// It prevents some flickering.
//
return currentPosition;
}
///Handle the gravity
btScalar btKinematicCharacterController::addFallOffset( bool wasOnGround, btScalar currentStepOffset, btScalar dt )
{
btScalar downVelocity = ( m_verticalVelocity < 0.0 ? -m_verticalVelocity : btScalar( 0.0 ) ) * dt;
if( downVelocity > btScalar( 0.0 ) && downVelocity < m_stepHeight && ( wasOnGround || !m_wasJumping ) )
downVelocity = m_stepHeight;
return currentStepOffset + downVelocity;
}
btVector3 btKinematicCharacterController::stepDown( btCollisionWorld* collisionWorld, const btVector3& currentPosition, btScalar currentStepOffset )
{
btVector3 stepDrop = getUpAxisDirections()[ m_upAxis ] * currentStepOffset;
// Be sure we are falling from the last m_currentPosition
// It prevents some flickering
//
btVector3 targetPosition = currentPosition - stepDrop;
//if the no collisions mode is on, no need to go any further
if(!mCollision) return targetPosition;
btTransform start;
start.setIdentity();
start.setOrigin( currentPosition );
btTransform end;
end.setIdentity();
end.setOrigin( targetPosition );
btKinematicClosestNotMeConvexResultCallback callback( internalGhostObject, getUpAxisDirections()[ m_upAxis ], m_maxSlopeCosine );
callback.m_collisionFilterGroup = internalGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = internalGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
// Retrieve the collision shape
//
btCollisionShape* collisionShape = internalGhostObject->getCollisionShape();
btAssert( collisionShape->isConvex() );
btConvexShape* convexShape = ( btConvexShape* )collisionShape;
if( m_useGhostObjectSweepTest )
externalGhostObject->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
else
collisionWorld->convexSweepTest( convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration );
if( callback.hasHit() )
{
m_verticalVelocity = btScalar( 0.0 );
m_verticalOffset = btScalar( 0.0 );
m_wasJumping = false;
// We dropped a fraction of the height -> hit floor
//
return currentPosition.lerp( targetPosition, callback.m_closestHitFraction );
}
else
// We dropped the full height
//
return targetPosition;
}
void btKinematicCharacterController::setWalkDirection( const btVector3& walkDirection )
{
m_useWalkDirection = true;
m_walkDirection = walkDirection;
}
void btKinematicCharacterController::setVelocityForTimeInterval( const btVector3& velocity, btScalar timeInterval )
{
m_useWalkDirection = false;
m_walkDirection = velocity;
m_velocityTimeInterval = timeInterval;
}
void btKinematicCharacterController::reset()
{
}
void btKinematicCharacterController::warp( const btVector3& origin )
{
btTransform transform;
transform.setIdentity();
transform.setOrigin( -origin );
externalGhostObject->setWorldTransform( transform );
internalGhostObject->setWorldTransform( transform );
}
void btKinematicCharacterController::preStep( btCollisionWorld* collisionWorld )
{
BT_PROFILE( "preStep" );
for( int i = 0; i < 4 && recoverFromPenetration ( collisionWorld ); i++ );
}
void btKinematicCharacterController::playerStep( btCollisionWorld* collisionWorld, btScalar dt )
{
BT_PROFILE( "playerStep" );
if( !m_useWalkDirection && m_velocityTimeInterval <= btScalar( 0.0 ) )
return;
bool wasOnGround = onGround();
// Handle the gravity
//
m_verticalVelocity -= m_gravity * dt;
if( m_verticalVelocity > 0.0 && m_verticalVelocity > m_jumpSpeed )
m_verticalVelocity = m_jumpSpeed;
if( m_verticalVelocity < 0.0 && btFabs( m_verticalVelocity ) > btFabs( m_fallSpeed ) )
m_verticalVelocity = -btFabs( m_fallSpeed );
m_verticalOffset = m_verticalVelocity * dt;
// This forced stepping up can cause problems when the character
// walks (jump in fact...) under too low ceilings.
//
btVector3 currentPosition = externalGhostObject->getWorldTransform().getOrigin();
btScalar currentStepOffset;
currentPosition = stepUp( collisionWorld, currentPosition, currentStepOffset );
// Move in the air and slide against the walls ignoring the stair steps.
//
if( m_useWalkDirection )
currentPosition = stepForwardAndStrafe( collisionWorld, currentPosition, m_walkDirection );
else
{
btScalar dtMoving = ( dt < m_velocityTimeInterval ) ? dt : m_velocityTimeInterval;
m_velocityTimeInterval -= dt;
// How far will we move while we are moving ?
//
btVector3 moveDirection = m_walkDirection * dtMoving;
currentPosition = stepForwardAndStrafe( collisionWorld, currentPosition, moveDirection );
}
// Finally find the ground.
//
currentStepOffset = addFallOffset( wasOnGround, currentStepOffset, dt );
currentPosition = stepDown( collisionWorld, currentPosition, currentStepOffset );
// Apply the new position to the collision objects.
//
btTransform tranform;
tranform = externalGhostObject->getWorldTransform();
tranform.setOrigin( currentPosition );
externalGhostObject->setWorldTransform( tranform );
internalGhostObject->setWorldTransform( tranform );
}
void btKinematicCharacterController::setFallSpeed( btScalar fallSpeed )
{
m_fallSpeed = fallSpeed;
}
void btKinematicCharacterController::setJumpSpeed( btScalar jumpSpeed )
{
m_jumpSpeed = jumpSpeed;
}
void btKinematicCharacterController::setMaxJumpHeight( btScalar maxJumpHeight )
{
m_maxJumpHeight = maxJumpHeight;
}
bool btKinematicCharacterController::canJump() const
{
return onGround();
}
void btKinematicCharacterController::jump()
{
if( !canJump() )
return;
m_verticalVelocity = m_jumpSpeed;
m_wasJumping = true;
}
void btKinematicCharacterController::setGravity( btScalar gravity )
{
m_gravity = gravity;
}
btScalar btKinematicCharacterController::getGravity() const
{
return m_gravity;
}
void btKinematicCharacterController::setMaxSlope( btScalar slopeRadians )
{
m_maxSlopeRadians = slopeRadians;
m_maxSlopeCosine = btCos( slopeRadians );
}
btScalar btKinematicCharacterController::getMaxSlope() const
{
return m_maxSlopeRadians;
}
bool btKinematicCharacterController::onGround() const
{
return btFabs( m_verticalVelocity ) < btScalar( SIMD_EPSILON ) &&
btFabs( m_verticalOffset ) < btScalar( SIMD_EPSILON );
}
btVector3* btKinematicCharacterController::getUpAxisDirections()
{
static btVector3 sUpAxisDirection[] =
{
btVector3( btScalar( 0.0 ), btScalar( 0.0 ), btScalar( 0.0 ) ),
btVector3( btScalar( 0.0 ), btScalar( 1.0 ), btScalar( 0.0 ) ),
btVector3( btScalar( 0.0 ), btScalar( 0.0 ), btScalar( 1.0 ) )
};
return sUpAxisDirection;
}
void btKinematicCharacterController::debugDraw( btIDebugDraw* debugDrawer )
{
}

@ -1,168 +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 KINEMATIC_CHARACTER_CONTROLLER_H
#define KINEMATIC_CHARACTER_CONTROLLER_H
#include "LinearMath/btVector3.h"
#include "LinearMath/btQuickprof.h"
#include "BulletDynamics/Character/btCharacterControllerInterface.h"
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
class btCollisionShape;
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.
class btKinematicCharacterController : public btCharacterControllerInterface
{
public:
enum UpAxis
{
X_AXIS = 0,
Y_AXIS = 1,
Z_AXIS = 2
};
private:
btPairCachingGhostObject* externalGhostObject; // use this for querying collisions for sliding and move
btPairCachingGhostObject* internalGhostObject; // and this for recoreving from penetrations
btScalar m_verticalVelocity;
btScalar m_verticalOffset;
btScalar m_fallSpeed;
btScalar m_jumpSpeed;
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_recoveringFactor;
btScalar m_stepHeight;
///this is the desired walk direction, set by the user
btVector3 m_walkDirection;
///keep track of the contact manifolds
btManifoldArray m_manifoldArray;
///Gravity attributes
bool m_wasJumping;
bool m_useGhostObjectSweepTest;
bool m_useWalkDirection;
btScalar m_velocityTimeInterval;
UpAxis m_upAxis;
static btVector3* getUpAxisDirections();
bool recoverFromPenetration ( btCollisionWorld* collisionWorld );
btVector3 stepUp( btCollisionWorld* collisionWorld, const btVector3& currentPosition, btScalar& currentStepOffset );
btVector3 stepForwardAndStrafe( btCollisionWorld* collisionWorld, const btVector3& currentPosition, const btVector3& walkMove );
btScalar addFallOffset( bool wasJumping, btScalar currentStepOffset, btScalar dt );
btVector3 stepDown( btCollisionWorld* collisionWorld, const btVector3& currentPosition, btScalar currentStepOffset );
public:
/// externalGhostObject is used for querying the collisions for sliding along the wall,
/// and internalGhostObject is used for querying the collisions for recovering from large penetrations.
/// These parameters can point on the same object.
/// Using a smaller internalGhostObject can help for removing some flickering but create some
/// stopping artefacts when sliding along stairs or small walls.
/// Don't forget to scale gravity and fallSpeed if you scale the world.
btKinematicCharacterController( btPairCachingGhostObject* externalGhostObject,
btPairCachingGhostObject* internalGhostObject,
btScalar stepHeight,
btScalar constantScale = btScalar( 1.0 ),
btScalar gravity = btScalar( 9.8 ),
btScalar fallVelocity = btScalar( 55.0 ),
btScalar jumpVelocity = btScalar( 9.8 ),
btScalar recoveringFactor = btScalar( 0.2 ) );
~btKinematicCharacterController ();
void setVerticalVelocity(float z);
///btActionInterface interface
virtual void updateAction( btCollisionWorld* collisionWorld, btScalar deltaTime )
{
preStep( collisionWorld );
playerStep( collisionWorld, deltaTime );
}
///btActionInterface interface
void debugDraw( btIDebugDraw* debugDrawer );
void setUpAxis( UpAxis axis )
{
m_upAxis = axis;
}
/// 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);
void reset();
void warp( const btVector3& origin );
void preStep( btCollisionWorld* collisionWorld );
void playerStep( btCollisionWorld* collisionWorld, btScalar dt );
void setFallSpeed( btScalar fallSpeed );
void setJumpSpeed( btScalar jumpSpeed );
void setMaxJumpHeight( btScalar maxJumpHeight );
bool canJump() const;
void jump();
void setGravity( btScalar gravity );
btScalar 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 setUseGhostSweepTest( bool useGhostObjectSweepTest )
{
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
}
bool onGround() const;
//if set to false, there will be no collision.
bool mCollision;
};
#endif // KINEMATIC_CHARACTER_CONTROLLER_H

@ -4,7 +4,6 @@
#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h> #include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
#include <components/nifbullet/bulletnifloader.hpp> #include <components/nifbullet/bulletnifloader.hpp>
#include "OgreRoot.h" #include "OgreRoot.h"
#include "btKinematicCharacterController.h"
#include "BtOgrePG.h" #include "BtOgrePG.h"
#include "BtOgreGP.h" #include "BtOgreGP.h"
#include "BtOgreExtras.h" #include "BtOgreExtras.h"

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