77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
#ifndef KINEMATIC_CHARACTER_CONTROLLER_H
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#define KINEMATIC_CHARACTER_CONTROLLER_H
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#include "LinearMath/btVector3.h"
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#include "CharacterControllerInterface.h"
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class btCollisionShape;
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class btRigidBody;
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class btDynamicsWorld;
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class KinematicCharacterController : public CharacterControllerInterface
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{
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protected:
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btScalar m_halfHeight;
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btConvexShape* m_shape;
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btCollisionObject* m_collisionObject;
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btOverlappingPairCache* m_pairCache;
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btScalar m_fallSpeed;
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btScalar m_jumpSpeed;
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btScalar m_maxJumpHeight;
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btScalar m_turnAngle;
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btScalar m_walkVelocity;
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btScalar m_height;
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btScalar m_width;
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btScalar m_stepHeight;
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btVector3 m_upDirection;
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btVector3 m_forwardDirection;
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btVector3 m_strafeDirection;
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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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bool m_touchingContact;
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btVector3 m_touchingNormal;
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bool recoverFromPenetration (btDynamicsWorld* dynamicsWorld);
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void stepUp (btDynamicsWorld* dynamicsWorld);
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void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(1.0), btScalar normalMag = btScalar(0.0));
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void stepForwardAndStrafe (btDynamicsWorld* dynamicsWorld, const btVector3& walkMove);
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void stepDown (btDynamicsWorld* dynamicsWorld, btScalar dt);
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public:
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KinematicCharacterController ();
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~KinematicCharacterController ();
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void setup (btDynamicsWorld* dynamicsWorld, btScalar height = btScalar(1.75), btScalar width = btScalar(0.4), btScalar stepHeight = btScalar(0.35));
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void destroy (btDynamicsWorld* dynamicsWorld);
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btCollisionObject* getCollisionObject ();
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void reset ();
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void warp (const btVector3& origin);
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void registerPairCache (btOverlappingPairCache* pairCache);
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void preStep (btDynamicsWorld* dynamicsWorld);
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void playerStep (btDynamicsWorld* dynamicsWorld, btScalar dt,
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int forward,
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int backward,
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int left,
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int right,
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int jump);
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void setFallSpeed (btScalar fallSpeed);
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void setJumpSpeed (btScalar jumpSpeed);
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void setMaxJumpHeight (btScalar maxJumpHeight);
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bool canJump () const;
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void jump ();
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bool onGround () const;
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};
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#endif // KINEMATIC_CHARACTER_CONTROLLER_H
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