// // Lol Engine // // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net> // (c) 2009-2012 Cédric Lecacheur <jordx@free.fr> // (c) 2009-2012 Benjamin Huet <huet.benjamin@gmail.com> // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include "../Include/LolBtPhysicsIntegration.h" #include "../Include/LolPhysics.h" #include "../Include/EasyCharacterController.h" namespace lol { namespace phys { #ifdef HAVE_PHYS_USE_BULLET //------------------------------------------------------------------------- //EASY_CHARACTER_CONTROLLER //-- //Deactivated for Character controller void EasyCharacterController::InitBodyToRigid(bool ZeroMassIsKinematic) { } //Return correct Ghost Object btGhostObject* EasyCharacterController::GetGhostObject() { return new btPairCachingGhostObject(); } //Init to Pair caching ghost object, since Character uses that one. void EasyCharacterController::InitBodyToGhost() { EasyPhysic::InitBodyToGhost(); m_pair_caching_object = (btPairCachingGhostObject*)m_ghost_object; m_ghost_object->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT | m_ghost_object->getCollisionFlags()); } //Add Physic object to the simulation void EasyCharacterController::AddToSimulation(class Simulation* current_simulation) { EasyPhysic::AddToSimulation(current_simulation); btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); if (dynamics_world) { if (m_character) delete m_character; m_character = new btKinematicCharacterController(m_pair_caching_object, m_convex_shape, m_step_height, m_up_axis); dynamics_world->addAction(m_character); } } //Remove Physic object to the simulation void EasyCharacterController::RemoveFromSimulation(class Simulation* current_simulation) { EasyPhysic::RemoveFromSimulation(current_simulation); btDiscreteDynamicsWorld* dynamics_world = current_simulation->GetWorld(); if (dynamics_world) { if (m_character) dynamics_world->removeAction(m_character); } } //Set movement for this frame void EasyCharacterController::SetMovementForFrame(vec3 const &MoveQuantity) { m_character->setWalkDirection(LOL2BT_VEC3(MoveQuantity)); } #endif // HAVE_PHYS_USE_BULLET } /* namespace phys */ } /* namespace lol */