mirror of
https://github.com/overte-org/overte.git
synced 2025-07-28 13:50:34 +02:00
61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
//
|
|
// MyCharacterController.h
|
|
// interface/src/avatar
|
|
//
|
|
// Created by AndrewMeadows 2015.10.21
|
|
// Copyright 2015 High Fidelity, Inc.
|
|
//
|
|
// Distributed under the Apache License, Version 2.0.
|
|
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
|
//
|
|
|
|
|
|
#ifndef hifi_MyCharacterController_h
|
|
#define hifi_MyCharacterController_h
|
|
|
|
#include <CharacterController.h>
|
|
//#include <SharedUtil.h>
|
|
|
|
class btCollisionShape;
|
|
class MyAvatar;
|
|
|
|
class MyCharacterController : public CharacterController {
|
|
public:
|
|
explicit MyCharacterController(MyAvatar* avatar);
|
|
~MyCharacterController ();
|
|
|
|
void setDynamicsWorld(btDynamicsWorld* world) override;
|
|
void updateShapeIfNecessary() override;
|
|
|
|
// Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too
|
|
// complex (e.g. small 20k triangle static mesh) so instead we cast several rays forward and if they
|
|
// don't hit anything we consider it a clean sweep. Hence this "Shotgun" code.
|
|
class RayShotgunResult {
|
|
public:
|
|
void reset();
|
|
float hitFraction { 1.0f };
|
|
bool walkable { true };
|
|
};
|
|
|
|
/// return true if RayShotgun hits anything
|
|
bool testRayShotgun(const glm::vec3& position, const glm::vec3& step, RayShotgunResult& result);
|
|
|
|
void setDensity(btScalar density) { _density = density; }
|
|
|
|
protected:
|
|
void initRayShotgun(const btCollisionWorld* world);
|
|
void updateMassProperties() override;
|
|
|
|
private:
|
|
btConvexHullShape* computeShape() const;
|
|
|
|
protected:
|
|
MyAvatar* _avatar { nullptr };
|
|
|
|
// shotgun scan data
|
|
btAlignedObjectArray<btVector3> _topPoints;
|
|
btAlignedObjectArray<btVector3> _bottomPoints;
|
|
btScalar _density { 1.0f };
|
|
};
|
|
|
|
#endif // hifi_MyCharacterController_h
|