overte-HifiExperiments/libraries/physics/src/DynamicCharacterController.h
Andrew Meadows e2ea940249 more cleanup
2015-04-06 16:21:04 -07:00

87 lines
2.5 KiB
C++

#ifndef hifi_DynamicCharacterController_h
#define hifi_DynamicCharacterController_h
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btCharacterControllerInterface.h>
#include <AvatarData.h>
class btCollisionShape;
class btRigidBody;
class btCollisionWorld;
///DynamicCharacterController is obsolete/unsupported at the moment
class DynamicCharacterController : public btCharacterControllerInterface
{
protected:
btScalar _halfHeight;
btScalar _radius;
btCollisionShape* _shape;
btRigidBody* _rigidBody;
btVector3 _currentUp;
btVector3 _raySource[2];
btVector3 _rayTarget[2];
btScalar _rayLambda[2];
btVector3 _rayNormal[2];
btVector3 _walkVelocity;
//btScalar _turnVelocity;
glm::vec3 _shapeLocalOffset;
glm::vec3 _boxScale; // used to compute capsule shape
AvatarData* _avatarData = NULL;
bool _enabled;
bool _isOnGround;
bool _isJumping;
bool _isHovering;
uint32_t _pendingFlags;
btDynamicsWorld* _dynamicsWorld = NULL;
btScalar _jumpSpeed;
public:
DynamicCharacterController(AvatarData* avatarData);
~DynamicCharacterController ();
virtual void setWalkDirection(const btVector3& walkDirection);
virtual void setVelocityForTimeInterval(const btVector3 &velocity, btScalar timeInterval) { assert(false); }
// TODO: implement these when needed
virtual void reset(btCollisionWorld* collisionWorld) { }
virtual void warp(const btVector3& origin) { }
virtual void debugDraw(btIDebugDraw* debugDrawer) { }
virtual void setUpInterpolate(bool value) { }
btCollisionObject* getCollisionObject() { return _rigidBody; }
///btActionInterface interface
virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) {
preStep(collisionWorld);
playerStep(collisionWorld, deltaTime);
}
virtual void preStep(btCollisionWorld* collisionWorld);
virtual void playerStep(btCollisionWorld* collisionWorld, btScalar dt);
virtual bool canJump() const;
virtual void jump();
virtual bool onGround() const;
bool needsRemoval() const;
bool needsAddition() const;
void setEnabled(bool enabled);
bool isEnabled() const { return _enabled; }
void setDynamicsWorld(btDynamicsWorld* world);
void setLocalBoundingBox(const glm::vec3& corner, const glm::vec3& scale);
bool needsShapeUpdate() const;
void updateShapeIfNecessary();
void preSimulation(btScalar timeStep);
void postSimulation();
};
#endif // hifi_DynamicCharacterController_h