| 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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