Bullet Collision Detection & Physics Library
btCharacterControllerInterface.h
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_CHARACTER_CONTROLLER_INTERFACE_H
17#define BT_CHARACTER_CONTROLLER_INTERFACE_H
18
21
23class btRigidBody;
25
27{
28public:
31
32 virtual void setWalkDirection(const btVector3& walkDirection) = 0;
33 virtual void setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0;
34 virtual void reset(btCollisionWorld* collisionWorld) = 0;
35 virtual void warp(const btVector3& origin) = 0;
36
37 virtual void preStep(btCollisionWorld* collisionWorld) = 0;
38 virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt) = 0;
39 virtual bool canJump() const = 0;
40 virtual void jump(const btVector3& dir = btVector3(0, 0, 0)) = 0;
41
42 virtual bool onGround() const = 0;
43 virtual void setUpInterpolate(bool value) = 0;
44};
45
46#endif //BT_CHARACTER_CONTROLLER_INTERFACE_H
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWor...
virtual void jump(const btVector3 &dir=btVector3(0, 0, 0))=0
virtual void setWalkDirection(const btVector3 &walkDirection)=0
virtual void playerStep(btCollisionWorld *collisionWorld, btScalar dt)=0
virtual bool canJump() const =0
virtual void reset(btCollisionWorld *collisionWorld)=0
virtual void setUpInterpolate(bool value)=0
virtual bool onGround() const =0
virtual void warp(const btVector3 &origin)=0
virtual void preStep(btCollisionWorld *collisionWorld)=0
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval)=0
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
CollisionWorld is interface and container for the collision detection.
The btRigidBody is the main class for rigid body objects.
Definition: btRigidBody.h:60
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82