Bullet Collision Detection & Physics Library
btKinematicCharacterController.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 
17 #ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H
18 #define BT_KINEMATIC_CHARACTER_CONTROLLER_H
19 
20 #include "LinearMath/btVector3.h"
21 
23 
25 
26 
27 class btCollisionShape;
28 class btConvexShape;
29 class btRigidBody;
30 class btCollisionWorld;
33 
38 {
39 protected:
40 
42 
44  btConvexShape* m_convexShape;//is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
45 
51  btScalar m_maxSlopeRadians; // Slope angle that is set (used for returning the exact value)
52  btScalar m_maxSlopeCosine; // Cosine equivalent of m_maxSlopeRadians (calculated once when set, for optimization)
54 
56 
58 
59  btScalar m_addedMargin;//@todo: remove this and fix the code
60 
64 
65  //some internal variables
69 
72 
75 
81  int m_upAxis;
82 
83  static btVector3* getUpAxisDirections();
85  bool full_drop;
86  bool bounce_fix;
87 
88  btVector3 computeReflectionDirection (const btVector3& direction, const btVector3& normal);
89  btVector3 parallelComponent (const btVector3& direction, const btVector3& normal);
90  btVector3 perpindicularComponent (const btVector3& direction, const btVector3& normal);
91 
92  bool recoverFromPenetration ( btCollisionWorld* collisionWorld);
93  void stepUp (btCollisionWorld* collisionWorld);
94  void updateTargetPositionBasedOnCollision (const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
95  void stepForwardAndStrafe (btCollisionWorld* collisionWorld, const btVector3& walkMove);
96  void stepDown (btCollisionWorld* collisionWorld, btScalar dt);
97 public:
98 
100 
101  btKinematicCharacterController (btPairCachingGhostObject* ghostObject,btConvexShape* convexShape,btScalar stepHeight, int upAxis = 1);
103 
104 
106  virtual void updateAction( btCollisionWorld* collisionWorld,btScalar deltaTime)
107  {
108  preStep ( collisionWorld);
109  playerStep (collisionWorld, deltaTime);
110  }
111 
113  void debugDraw(btIDebugDraw* debugDrawer);
114 
115  void setUpAxis (int axis)
116  {
117  if (axis < 0)
118  axis = 0;
119  if (axis > 2)
120  axis = 2;
121  m_upAxis = axis;
122  }
123 
129  virtual void setWalkDirection(const btVector3& walkDirection);
130 
136  virtual void setVelocityForTimeInterval(const btVector3& velocity,
137  btScalar timeInterval);
138 
139  void reset ( btCollisionWorld* collisionWorld );
140  void warp (const btVector3& origin);
141 
142  void preStep ( btCollisionWorld* collisionWorld);
143  void playerStep ( btCollisionWorld* collisionWorld, btScalar dt);
144 
145  void setFallSpeed (btScalar fallSpeed);
146  void setJumpSpeed (btScalar jumpSpeed);
147  void setMaxJumpHeight (btScalar maxJumpHeight);
148  bool canJump () const;
149 
150  void jump ();
151 
152  void setGravity(btScalar gravity);
153  btScalar getGravity() const;
154 
157  void setMaxSlope(btScalar slopeRadians);
158  btScalar getMaxSlope() const;
159 
160  btPairCachingGhostObject* getGhostObject();
161  void setUseGhostSweepTest(bool useGhostObjectSweepTest)
162  {
163  m_useGhostObjectSweepTest = useGhostObjectSweepTest;
164  }
165 
166  bool onGround () const;
167  void setUpInterpolate (bool value);
168 };
169 
170 #endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
btCollisionDispatcher supports algorithms that handle ConvexConvex and ConvexConcave collision pairs...
The btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
Definition: btConvexShape.h:31
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
Definition: btIDebugDraw.h:28
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:59
virtual void updateAction(btCollisionWorld *collisionWorld, btScalar deltaTime)
btActionInterface interface
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:59
btManifoldArray m_manifoldArray
keep track of the contact manifolds
btVector3 m_walkDirection
this is the desired walk direction, set by the user
CollisionWorld is interface and container for the collision detection.
btKinematicCharacterController is an object that supports a sliding motion in a world.
#define BT_DECLARE_ALIGNED_ALLOCATOR()
Definition: btScalar.h:357
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:266