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