Files
bullet3/Demos/CharacterDemo/KinematicCharacterController.h
erwin.coumans 4cbb3f2e7b Added btGhostObject and btPairCachingGhostObject functionality.
It is a fast way to keep track of overlapping objects in an area, and doing rayTest and convexSweepTest for overlapping objects, instead of btCollisionWorld::rayTest/convexSweepTest.

Updated KinematicCharacterController to use btPairCachingGhostObject.
2008-10-18 01:33:23 +00:00

86 lines
2.7 KiB
C++

#ifndef KINEMATIC_CHARACTER_CONTROLLER_H
#define KINEMATIC_CHARACTER_CONTROLLER_H
#include "LinearMath/btVector3.h"
#include "CharacterControllerInterface.h"
class btCollisionShape;
class btRigidBody;
class btCollisionWorld;
class btCollisionDispatcher;
class btPairCachingGhostObject;
///KinematicCharacterController is a collision object with support for sliding motion in a world.
///It uses the convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations.
///Interaction between KinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user.
class KinematicCharacterController : public CharacterControllerInterface
{
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_fallSpeed;
btScalar m_jumpSpeed;
btScalar m_maxJumpHeight;
btScalar m_turnAngle;
btScalar m_walkVelocity;
btScalar m_stepHeight;
btVector3 m_upDirection;
btVector3 m_forwardDirection;
btVector3 m_strafeDirection;
btVector3 m_currentPosition;
btScalar m_currentStepOffset;
btVector3 m_targetPosition;
btManifoldArray m_manifoldArray;
bool m_touchingContact;
btVector3 m_touchingNormal;
bool m_useGhostObjectSweepTest;
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);
public:
KinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight);
~KinematicCharacterController ();
btPairCachingGhostObject* getGhostObject();
void reset ();
void warp (const btVector3& origin);
void preStep ( btCollisionWorld* collisionWorld);
void playerStep (btCollisionWorld* collisionWorld, btScalar dt,
int forward,
int backward,
int left,
int right,
int jump);
void setFallSpeed (btScalar fallSpeed);
void setJumpSpeed (btScalar jumpSpeed);
void setMaxJumpHeight (btScalar maxJumpHeight);
bool canJump () const;
void jump ();
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
{
m_useGhostObjectSweepTest = useGhostObjectSweepTest;
}
bool onGround () const;
};
#endif // KINEMATIC_CHARACTER_CONTROLLER_H