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