open_toontown_panda3d/panda/src/bullet/bulletCharacterControllerNo...

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// Filename: bulletCharacterControllerNode.h
// Created by: enn0x (21Nov10)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef __BULLET_CHARACTER_CONTROLLER_NODE_H__
#define __BULLET_CHARACTER_CONTROLLER_NODE_H__
#include "pandabase.h"
#include "bullet_includes.h"
#include "bullet_utils.h"
#include "bulletShape.h"
#include "bulletBaseCharacterControllerNode.h"
#include "luse.h"
#include "transformState.h"
#include "nodePath.h"
////////////////////////////////////////////////////////////////////
// Class : BulletCharacterControllerNode
// Description :
////////////////////////////////////////////////////////////////////
class EXPCL_PANDABULLET BulletCharacterControllerNode : public BulletBaseCharacterControllerNode {
PUBLISHED:
BulletCharacterControllerNode(BulletShape *shape, PN_stdfloat step_height, const char *name="character");
INLINE ~BulletCharacterControllerNode();
void set_linear_movement(const LVector3 &velocity, bool is_local);
void set_angular_movement(PN_stdfloat omega);
BulletShape *get_shape() const;
PN_stdfloat get_gravity() const;
PN_stdfloat get_max_slope() const;
void set_fall_speed(PN_stdfloat fall_speed);
void set_jump_speed(PN_stdfloat jump_speed);
void set_max_jump_height(PN_stdfloat max_jump_height);
void set_max_slope(PN_stdfloat max_slope);
void set_gravity(PN_stdfloat gravity);
void set_use_ghost_sweep_test(bool value);
bool is_on_ground() const;
bool can_jump() const;
void do_jump();
public:
INLINE virtual btPairCachingGhostObject *get_ghost() const;
INLINE virtual btCharacterControllerInterface *get_character() const;
virtual void sync_p2b(PN_stdfloat dt, int num_substeps);
virtual void sync_b2p();
protected:
virtual void transform_changed();
private:
CPT(TransformState) _sync;
bool _sync_disable;
BulletUpAxis _up;
btKinematicCharacterController *_character;
btPairCachingGhostObject *_ghost;
PT(BulletShape) _shape;
LVector3 _linear_movement;
bool _linear_movement_is_local;
PN_stdfloat _angular_movement;
////////////////////////////////////////////////////////////////////
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
BulletBaseCharacterControllerNode::init_type();
register_type(_type_handle, "BulletCharacterControllerNode",
BulletBaseCharacterControllerNode::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {
init_type();
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
#include "bulletCharacterControllerNode.I"
#endif // __BULLET_CHARACTER_CONTROLLER_NODE_H__