// // Lol Engine — Bullet physics test // // Copyright © 2009—2013 Benjamin “Touky” Huet // © 2012—2018 Sam Hocevar // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. 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 the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #pragma once // // The EasyCharacterController class // ------------------ // //Should try to to make a btKinematicCharacterController for real. // #include #include "easyphysics.h" #include "bulletcharactercontroller.h" #include namespace lol { namespace phys { class EasyCharacterController : public EasyPhysic, public Entity { friend class Simulation; friend class EasyPhysic; public: EasyCharacterController(WorldEntity* NewOwnerEntity) : EasyPhysic(NewOwnerEntity), m_pair_caching_object(nullptr), m_character(nullptr), m_step_height(.0f), m_base_is_updating(false), m_base_cached_movement(vec3(0.f)), m_frame_cached_movement(vec3(0.f)), m_walk_velocity(vec3(0.f)), m_current_velocity(vec3(0.f)) { m_gamegroup = GAMEGROUP_EZP_CHAR_CTRLR; m_up_axis = 1; m_gravity = vec3(.0f, -9.81f, .0f); m_walk_velocity_damping = 0.2f; } ~EasyCharacterController() { delete m_character; } virtual void InitBodyToRigid(bool ZeroMassIsKinematic=false); virtual void InitBodyToGhost(); virtual void AddToSimulation(class Simulation* current_simulation); virtual void RemoveFromSimulation(class Simulation* current_simulation); virtual void SetMovementForFrame(vec3 const &MoveQuantity); virtual void Jump(); virtual void SetTransform(const lol::vec3& base_location, const lol::quat& base_rotation); protected: virtual void BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix); virtual std::string GetName(); public: virtual void tick_game(float seconds); protected: virtual btGhostObject* GetGhostObjectInstance(); btPairCachingGhostObject* m_pair_caching_object; //btKinematicCharacterController* m_character; BulletKinematicCharacterController* m_character; float m_step_height; int m_up_axis; bool m_base_is_updating; vec3 m_base_cached_movement; vec3 m_frame_cached_movement; //---- float m_walk_velocity_damping; //---- vec3 m_gravity; //---- vec3 m_walk_velocity; vec3 m_current_velocity; }; } /* namespace phys */ } /* namespace lol */