Bullet Collision Detection & Physics Library
btKinematicCharacterController.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_KINEMATIC_CHARACTER_CONTROLLER_H
17#define BT_KINEMATIC_CHARACTER_CONTROLLER_H
18
20
22
24
26class btConvexShape;
27class btRigidBody;
31
37{
38protected:
40
42 btConvexShape* m_convexShape; //is also in m_ghostObject, but it needs to be convex, so we store it here to avoid upcast
43
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
65
67
68 //some internal variables
72
75
78
81
84
92
93 static btVector3* getUpAxisDirections();
97
98 btVector3 computeReflectionDirection(const btVector3& direction, const btVector3& normal);
99 btVector3 parallelComponent(const btVector3& direction, const btVector3& normal);
100 btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal);
101
102 bool recoverFromPenetration(btCollisionWorld * collisionWorld);
103 void stepUp(btCollisionWorld * collisionWorld);
104 void updateTargetPositionBasedOnCollision(const btVector3& hit_normal, btScalar tangentMag = btScalar(0.0), btScalar normalMag = btScalar(1.0));
105 void stepForwardAndStrafe(btCollisionWorld * collisionWorld, const btVector3& walkMove);
106 void stepDown(btCollisionWorld * collisionWorld, btScalar dt);
107
108 virtual bool needsCollision(const btCollisionObject* body0, const btCollisionObject* body1);
109
110 void setUpVector(const btVector3& up);
111
112 btQuaternion getRotation(btVector3 & v0, btVector3 & v1) const;
113
114public:
116
117 btKinematicCharacterController(btPairCachingGhostObject * ghostObject, btConvexShape * convexShape, btScalar stepHeight, const btVector3& up = btVector3(1.0, 0.0, 0.0));
119
121 virtual void updateAction(btCollisionWorld * collisionWorld, btScalar deltaTime)
122 {
123 preStep(collisionWorld);
124 playerStep(collisionWorld, deltaTime);
125 }
126
128 void debugDraw(btIDebugDraw * debugDrawer);
129
130 void setUp(const btVector3& up);
131
132 const btVector3& getUp() { return m_up; }
133
139 virtual void setWalkDirection(const btVector3& walkDirection);
140
146 virtual void setVelocityForTimeInterval(const btVector3& velocity,
147 btScalar timeInterval);
148
149 virtual void setAngularVelocity(const btVector3& velocity);
150 virtual const btVector3& getAngularVelocity() const;
151
152 virtual void setLinearVelocity(const btVector3& velocity);
153 virtual btVector3 getLinearVelocity() const;
154
155 void setLinearDamping(btScalar d) { m_linearDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
156 btScalar getLinearDamping() const { return m_linearDamping; }
157 void setAngularDamping(btScalar d) { m_angularDamping = btClamped(d, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); }
158 btScalar getAngularDamping() const { return m_angularDamping; }
159
160 void reset(btCollisionWorld * collisionWorld);
161 void warp(const btVector3& origin);
162
163 void preStep(btCollisionWorld * collisionWorld);
164 void playerStep(btCollisionWorld * collisionWorld, btScalar dt);
165
166 void setStepHeight(btScalar h);
167 btScalar getStepHeight() const { return m_stepHeight; }
168 void setFallSpeed(btScalar fallSpeed);
169 btScalar getFallSpeed() const { return m_fallSpeed; }
170 void setJumpSpeed(btScalar jumpSpeed);
171 btScalar getJumpSpeed() const { return m_jumpSpeed; }
172 void setMaxJumpHeight(btScalar maxJumpHeight);
173 bool canJump() const;
174
175 void jump(const btVector3& v = btVector3(0, 0, 0));
176
177 void applyImpulse(const btVector3& v) { jump(v); }
178
179 void setGravity(const btVector3& gravity);
180 btVector3 getGravity() const;
181
184 void setMaxSlope(btScalar slopeRadians);
185 btScalar getMaxSlope() const;
186
187 void setMaxPenetrationDepth(btScalar d);
188 btScalar getMaxPenetrationDepth() const;
189
190 btPairCachingGhostObject* getGhostObject();
191 void setUseGhostSweepTest(bool useGhostObjectSweepTest)
192 {
193 m_useGhostObjectSweepTest = useGhostObjectSweepTest;
194 }
195
196 bool onGround() const;
197 void setUpInterpolate(bool value);
198};
199
200#endif // BT_KINEMATIC_CHARACTER_CONTROLLER_H
const T & btClamped(const T &a, const T &lb, const T &ub)
Definition: btMinMax.h:33
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:99
btCollisionDispatcher supports algorithms that handle ConvexConvex and ConvexConcave collision pairs.
btCollisionObject can be used to manage collision detection objects.
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 btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
Definition: btConvexShape.h:33
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations.
Definition: btIDebugDraw.h:27
btKinematicCharacterController is an object that supports a sliding motion in a world.
btVector3 m_walkDirection
this is the desired walk direction, set by the user
virtual void updateAction(btCollisionWorld *collisionWorld, btScalar deltaTime)
btActionInterface interface
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
btManifoldArray m_manifoldArray
keep track of the contact manifolds
The btQuaternion implements quaternion to perform linear algebra rotations in combination with btMatr...
Definition: btQuaternion.h:50
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