source: trunk/test/Physics/Include/EasyCharacterController.h @ 1819

Last change on this file since 1819 was 1819, checked in by touky, 11 years ago

BulletCharacterController is now readable by a human being.
BtPhysTest now implements it with the BtKineCC logic -just modify that now-.

File size: 3.2 KB
Line 
1//
2// Lol Engine
3//
4// Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
5//            (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com>
6//   This program is free software; you can redistribute it and/or
7//   modify it under the terms of the Do What The Fuck You Want To
8//   Public License, Version 2, as published by Sam Hocevar. See
9//   http://sam.zoy.org/projects/COPYING.WTFPL for more details.
10//
11
12//
13// The EasyCharacterController class
14// ------------------
15//
16
17//Should try to to make a btKinematicCharacterController for real.
18//
19
20#if !defined __EASYCHARACTERCONTROLLER_EASYCHARACTERCONTROLLER_H__
21#define __EASYCHARACTERCONTROLLER_EASYCHARACTERCONTROLLER_H__
22
23#ifdef HAVE_PHYS_USE_BULLET
24#include "core.h"
25#include "EasyPhysics.h"
26#include "BulletCharacterController.h"
27#include <BulletDynamics/Character/btKinematicCharacterController.h>
28#endif
29
30namespace lol
31{
32
33namespace phys
34{
35
36class EasyCharacterController : public EasyPhysic,
37                                                                public Entity
38{
39
40        friend class Simulation;
41        friend class EasyPhysic;
42
43#ifdef HAVE_PHYS_USE_BULLET
44
45public:
46        EasyCharacterController(WorldEntity* NewOwnerEntity) :
47                EasyPhysic(NewOwnerEntity),
48                m_pair_caching_object(NULL),
49                m_character(NULL),
50                m_step_height(.0f),
51                m_base_is_updating(false),
52                m_base_cached_movement(vec3(0.f)),
53                m_frame_cached_movement(vec3(0.f)),
54                m_walk_velocity(vec3(0.f)),
55                m_current_velocity(vec3(0.f))
56        {
57                m_gamegroup = GAMEGROUP_EZP_CHAR_CTRLR;
58                m_up_axis = 1;
59                m_gravity = vec3(.0f, -9.81f, .0f);
60                m_walk_velocity_damping = 0.2f;
61        }
62        ~EasyCharacterController()
63        {
64                delete m_character;
65        }
66
67        virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false);
68        virtual void InitBodyToGhost();
69        virtual void AddToSimulation(class Simulation* current_simulation);
70        virtual void RemoveFromSimulation(class Simulation* current_simulation);
71        virtual void SetMovementForFrame(vec3 const &MoveQuantity);
72        virtual void Jump();
73
74        virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation);
75protected:
76        virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix);
77        virtual char const *GetName();
78public:
79        virtual void TickGame(float seconds);
80
81protected:
82
83        virtual btGhostObject* GetGhostObjectInstance();
84
85        btPairCachingGhostObject*               m_pair_caching_object;
86        //btKinematicCharacterController*       m_character;
87        BulletKinematicCharacterController* m_character;
88
89        float                                                   m_step_height;
90        int                                                             m_up_axis;
91        bool                                                    m_base_is_updating;
92        vec3                                                    m_base_cached_movement;
93        vec3                                                    m_frame_cached_movement;
94
95        //----
96        float                                                   m_walk_velocity_damping;
97
98        //----
99        vec3                                                    m_gravity;
100
101        //----
102        vec3                                                    m_walk_velocity;
103        vec3                                                    m_current_velocity;
104
105#else  // NO PHYSIC IMPLEMENTATION
106
107        virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false) { }
108        virtual void InitBodyToGhost() { }
109        virtual void AddToSimulation(class Simulation* current_simulation) { }
110        virtual void RemoveFromSimulation(class Simulation* current_simulation) { }
111        virtual void SetMovementForFrame(vec3 const &MoveQuantity) { }
112
113#endif // PHYSIC IMPLEMENTATION
114
115};
116
117} /* namespace phys */
118
119} /* namespace lol */
120
121#endif /* __EASYCHARACTERCONTROLLER_EASYCHARACTERCONTROLLER_H__ */
122
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