| Bullet Collision Detection & Physics Library
    | 
 
 
 
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   16 #ifndef BT_KINEMATIC_CHARACTER_CONTROLLER_H 
   17 #define BT_KINEMATIC_CHARACTER_CONTROLLER_H 
  123                 preStep(collisionWorld);
 
  124                 playerStep(collisionWorld, deltaTime);
 
  139         virtual void setWalkDirection(
const btVector3& walkDirection);
 
  146         virtual void setVelocityForTimeInterval(
const btVector3& velocity,
 
  149         virtual void setAngularVelocity(
const btVector3& velocity);
 
  150         virtual const btVector3& getAngularVelocity() 
const;
 
  152         virtual void setLinearVelocity(
const btVector3& velocity);
 
  153         virtual btVector3 getLinearVelocity() 
const;
 
  168         void setFallSpeed(
btScalar fallSpeed);
 
  170         void setJumpSpeed(
btScalar jumpSpeed);
 
  172         void setMaxJumpHeight(
btScalar maxJumpHeight);
 
  173         bool canJump() 
const;
 
  179         void setGravity(
const btVector3& gravity);
 
  184         void setMaxSlope(
btScalar slopeRadians);
 
  187         void setMaxPenetrationDepth(
btScalar d);
 
  188         btScalar getMaxPenetrationDepth() 
const;
 
  193                 m_useGhostObjectSweepTest = useGhostObjectSweepTest;
 
  196         bool onGround() 
const;
 
  197         void setUpInterpolate(
bool value);
 
  200 #endif  // BT_KINEMATIC_CHARACTER_CONTROLLER_H 
  
btCollisionObject can be used to manage collision detection objects.
btVector3 m_currentPosition
The btRigidBody is the main class for rigid body objects.
btVector3 m_normalizedDirection
The btQuaternion implements quaternion to perform linear algebra rotations in combination with btMatr...
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
const btVector3 & getUp()
btKinematicCharacterController is an object that supports a sliding motion in a world.
btVector3 m_walkDirection
this is the desired walk direction, set by the user
btScalar m_angularDamping
btVector3 m_touchingNormal
btScalar m_verticalOffset
btManifoldArray m_manifoldArray
keep track of the contact manifolds
btPairCachingGhostObject * m_ghostObject
btCollisionDispatcher supports algorithms that handle ConvexConvex and ConvexConcave collision pairs.
btScalar getStepHeight() const
btScalar m_maxSlopeCosine
btScalar getJumpSpeed() const
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
btScalar getFallSpeed() const
btConvexShape * m_convexShape
bool m_useGhostObjectSweepTest
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations.
btScalar getAngularDamping() const
btQuaternion m_targetOrientation
btScalar getLinearDamping() const
#define BT_DECLARE_ALIGNED_ALLOCATOR()
btVector3 can be used to represent 3D points and vectors.
void setUseGhostSweepTest(bool useGhostObjectSweepTest)
void setLinearDamping(btScalar d)
virtual void updateAction(btCollisionWorld *collisionWorld, btScalar deltaTime)
btActionInterface interface
btScalar m_currentStepOffset
#define ATTRIBUTE_ALIGNED16(a)
The btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
const T & btClamped(const T &a, const T &lb, const T &ub)
btScalar m_maxPenetrationDepth
btScalar m_maxSlopeRadians
void applyImpulse(const btVector3 &v)
CollisionWorld is interface and container for the collision detection.
btScalar m_velocityTimeInterval
void setAngularDamping(btScalar d)
btScalar m_verticalVelocity
btVector3 m_targetPosition
btQuaternion m_currentOrientation