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Ignore:
Timestamp:
Apr 28, 2011, 7:15:14 AM (13 years ago)
Author:
rgrieder
Message:

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/trunk/src/external/bullet/BulletDynamics/Character/btKinematicCharacterController.h

    r5781 r8351  
    1414*/
    1515
     16
    1617#ifndef KINEMATIC_CHARACTER_CONTROLLER_H
    1718#define KINEMATIC_CHARACTER_CONTROLLER_H
     
    2021
    2122#include "btCharacterControllerInterface.h"
     23
     24#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
     25
    2226
    2327class btCollisionShape;
     
    3337{
    3438protected:
     39
    3540        btScalar m_halfHeight;
    3641       
     
    3843        btConvexShape*  m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
    3944       
     45        btScalar m_verticalVelocity;
     46        btScalar m_verticalOffset;
    4047        btScalar m_fallSpeed;
    4148        btScalar m_jumpSpeed;
    4249        btScalar m_maxJumpHeight;
     50        btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value)
     51        btScalar m_maxSlopeCosine;  // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization)
     52        btScalar m_gravity;
    4353
    4454        btScalar m_turnAngle;
     
    5060        ///this is the desired walk direction, set by the user
    5161        btVector3       m_walkDirection;
     62        btVector3       m_normalizedDirection;
    5263
    5364        //some internal variables
     
    6273        btVector3 m_touchingNormal;
    6374
     75        bool  m_wasOnGround;
     76        bool  m_wasJumping;
    6477        bool    m_useGhostObjectSweepTest;
     78        bool    m_useWalkDirection;
     79        btScalar        m_velocityTimeInterval;
     80        int m_upAxis;
    6581
    66         int m_upAxis;
    67        
     82        static btVector3* getUpAxisDirections();
     83
    6884        btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal);
    6985        btVector3 parallelComponent (const btVector3& direction, const btVector3& normal);
     
    99115        }
    100116
    101         virtual void    setWalkDirection(const btVector3& walkDirection)
    102         {
    103                 m_walkDirection = walkDirection;
    104         }
     117        /// This should probably be called setPositionIncrementPerSimulatorStep.
     118        /// This is neither a direction nor a velocity, but the amount to
     119        ///     increment the position each simulation iteration, regardless
     120        ///     of dt.
     121        /// This call will reset any velocity set by setVelocityForTimeInterval().
     122        virtual void    setWalkDirection(const btVector3& walkDirection);
     123
     124        /// Caller provides a velocity with which the character should move for
     125        ///     the given time period.  After the time period, velocity is reset
     126        ///     to zero.
     127        /// This call will reset any walk direction set by setWalkDirection().
     128        /// Negative time intervals will result in no motion.
     129        virtual void setVelocityForTimeInterval(const btVector3& velocity,
     130                                btScalar timeInterval);
    105131
    106132        void reset ();
     
    114140        void setMaxJumpHeight (btScalar maxJumpHeight);
    115141        bool canJump () const;
     142
    116143        void jump ();
     144
     145        void setGravity(btScalar gravity);
     146        btScalar getGravity() const;
     147
     148        /// The max slope determines the maximum angle that the controller can walk up.
     149        /// The slope angle is measured in radians.
     150        void setMaxSlope(btScalar slopeRadians);
     151        btScalar getMaxSlope() const;
    117152
    118153        btPairCachingGhostObject* getGhostObject();
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