OpenMW
Public Types | Public Member Functions | Public Attributes | Private Member Functions | Static Private Member Functions | Private Attributes
btKinematicCharacterController Class Reference

#include <btKinematicCharacterController.h>

List of all members.

Public Types

enum  UpAxis { X_AXIS = 0, Y_AXIS = 1, Z_AXIS = 2 }

Public Member Functions

 btKinematicCharacterController (btPairCachingGhostObject *externalGhostObject, btPairCachingGhostObject *internalGhostObject, btScalar stepHeight, btScalar constantScale=btScalar(1.0), btScalar gravity=btScalar(9.8), btScalar fallVelocity=btScalar(55.0), btScalar jumpVelocity=btScalar(9.8), btScalar recoveringFactor=btScalar(0.2))
 ~btKinematicCharacterController ()
void setVerticalVelocity (float z)
virtual void updateAction (btCollisionWorld *collisionWorld, btScalar deltaTime)
 btActionInterface interface
void debugDraw (btIDebugDraw *debugDrawer)
 btActionInterface interface
void setUpAxis (UpAxis axis)
virtual void setWalkDirection (const btVector3 &walkDirection)
virtual void setVelocityForTimeInterval (const btVector3 &velocity, btScalar timeInterval)
void reset ()
void warp (const btVector3 &origin)
void preStep (btCollisionWorld *collisionWorld)
void playerStep (btCollisionWorld *collisionWorld, btScalar dt)
void setFallSpeed (btScalar fallSpeed)
void setJumpSpeed (btScalar jumpSpeed)
void setMaxJumpHeight (btScalar maxJumpHeight)
bool canJump () const
void jump ()
void setGravity (btScalar gravity)
btScalar getGravity () const
void setMaxSlope (btScalar slopeRadians)
btScalar getMaxSlope () const
void setUseGhostSweepTest (bool useGhostObjectSweepTest)
bool onGround () const

Public Attributes

bool mCollision

Private Member Functions

bool recoverFromPenetration (btCollisionWorld *collisionWorld)
btVector3 stepUp (btCollisionWorld *collisionWorld, const btVector3 &currentPosition, btScalar &currentStepOffset)
btVector3 stepForwardAndStrafe (btCollisionWorld *collisionWorld, const btVector3 &currentPosition, const btVector3 &walkMove)
btScalar addFallOffset (bool wasJumping, btScalar currentStepOffset, btScalar dt)
 Handle the gravity.
btVector3 stepDown (btCollisionWorld *collisionWorld, const btVector3 &currentPosition, btScalar currentStepOffset)

Static Private Member Functions

static btVector3 * getUpAxisDirections ()

Private Attributes

btPairCachingGhostObject * externalGhostObject
btPairCachingGhostObject * internalGhostObject
btScalar m_verticalVelocity
btScalar m_verticalOffset
btScalar m_fallSpeed
btScalar m_jumpSpeed
btScalar m_maxJumpHeight
btScalar m_maxSlopeRadians
btScalar m_maxSlopeCosine
btScalar m_gravity
btScalar m_recoveringFactor
btScalar m_stepHeight
btVector3 m_walkDirection
 this is the desired walk direction, set by the user
btManifoldArray m_manifoldArray
 keep track of the contact manifolds
bool m_wasJumping
 Gravity attributes.
bool m_useGhostObjectSweepTest
bool m_useWalkDirection
btScalar m_velocityTimeInterval
UpAxis m_upAxis

Detailed Description

btKinematicCharacterController is an object that supports a sliding motion in a world. It uses a ghost object and convex sweep test to test for upcoming collisions. This is combined with discrete collision detection to recover from penetrations. Interaction between btKinematicCharacterController and dynamic rigid bodies needs to be explicity implemented by the user.


Member Enumeration Documentation

Enumerator:
X_AXIS 
Y_AXIS 
Z_AXIS 

Constructor & Destructor Documentation

btKinematicCharacterController::btKinematicCharacterController ( btPairCachingGhostObject *  externalGhostObject,
btPairCachingGhostObject *  internalGhostObject,
btScalar  stepHeight,
btScalar  constantScale = btScalar( 1.0 ),
btScalar  gravity = btScalar( 9.8 ),
btScalar  fallVelocity = btScalar( 55.0 ),
btScalar  jumpVelocity = btScalar( 9.8 ),
btScalar  recoveringFactor = btScalar( 0.2 ) 
)

externalGhostObject is used for querying the collisions for sliding along the wall, and internalGhostObject is used for querying the collisions for recovering from large penetrations. These parameters can point on the same object. Using a smaller internalGhostObject can help for removing some flickering but create some stopping artefacts when sliding along stairs or small walls. Don't forget to scale gravity and fallSpeed if you scale the world.


Member Function Documentation

btScalar btKinematicCharacterController::addFallOffset ( bool  wasJumping,
btScalar  currentStepOffset,
btScalar  dt 
) [private]

Handle the gravity.

void btKinematicCharacterController::debugDraw ( btIDebugDraw *  debugDrawer)

btActionInterface interface

btVector3 * btKinematicCharacterController::getUpAxisDirections ( ) [static, private]
void btKinematicCharacterController::playerStep ( btCollisionWorld *  collisionWorld,
btScalar  dt 
)
void btKinematicCharacterController::preStep ( btCollisionWorld *  collisionWorld)
bool btKinematicCharacterController::recoverFromPenetration ( btCollisionWorld *  collisionWorld) [private]
void btKinematicCharacterController::setFallSpeed ( btScalar  fallSpeed)
void btKinematicCharacterController::setGravity ( btScalar  gravity)
void btKinematicCharacterController::setJumpSpeed ( btScalar  jumpSpeed)
void btKinematicCharacterController::setMaxJumpHeight ( btScalar  maxJumpHeight)
void btKinematicCharacterController::setMaxSlope ( btScalar  slopeRadians)

The max slope determines the maximum angle that the controller can walk up. The slope angle is measured in radians.

void btKinematicCharacterController::setUseGhostSweepTest ( bool  useGhostObjectSweepTest) [inline]
void btKinematicCharacterController::setVelocityForTimeInterval ( const btVector3 &  velocity,
btScalar  timeInterval 
) [virtual]

Caller provides a velocity with which the character should move for the given time period. After the time period, velocity is reset to zero. This call will reset any walk direction set by setWalkDirection(). Negative time intervals will result in no motion.

void btKinematicCharacterController::setWalkDirection ( const btVector3 &  walkDirection) [virtual]

This should probably be called setPositionIncrementPerSimulatorStep. This is neither a direction nor a velocity, but the amount to increment the position each simulation iteration, regardless of dt. This call will reset any velocity set by setVelocityForTimeInterval().

btVector3 btKinematicCharacterController::stepDown ( btCollisionWorld *  collisionWorld,
const btVector3 &  currentPosition,
btScalar  currentStepOffset 
) [private]
btVector3 btKinematicCharacterController::stepForwardAndStrafe ( btCollisionWorld *  collisionWorld,
const btVector3 &  currentPosition,
const btVector3 &  walkMove 
) [private]
btVector3 btKinematicCharacterController::stepUp ( btCollisionWorld *  collisionWorld,
const btVector3 &  currentPosition,
btScalar &  currentStepOffset 
) [private]
virtual void btKinematicCharacterController::updateAction ( btCollisionWorld *  collisionWorld,
btScalar  deltaTime 
) [inline, virtual]

btActionInterface interface

void btKinematicCharacterController::warp ( const btVector3 &  origin)

Member Data Documentation

btPairCachingGhostObject* btKinematicCharacterController::externalGhostObject [private]
btPairCachingGhostObject* btKinematicCharacterController::internalGhostObject [private]

keep track of the contact manifolds

this is the desired walk direction, set by the user

Gravity attributes.


The documentation for this class was generated from the following files: