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Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.cpp')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp69
1 files changed, 47 insertions, 22 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index a1b30ccb001..cf96f22a345 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -68,6 +68,53 @@ float gAngularSleepingTreshold;
btVector3 startVel(0,0,0);//-10000);
+BlenderBulletCharacterController::BlenderBulletCharacterController(btMotionState *motionState, btPairCachingGhostObject *ghost, btConvexShape* shape, float stepHeight)
+ : btKinematicCharacterController(ghost,shape,stepHeight,2),
+ m_motionState(motionState),
+ m_jumps(0),
+ m_maxJumps(1)
+{
+}
+
+void BlenderBulletCharacterController::updateAction(btCollisionWorld *collisionWorld, btScalar dt)
+{
+ btKinematicCharacterController::updateAction(collisionWorld,dt);
+ m_motionState->setWorldTransform(getGhostObject()->getWorldTransform());
+}
+
+int BlenderBulletCharacterController::getMaxJumps() const
+{
+ return m_maxJumps;
+}
+
+void BlenderBulletCharacterController::setMaxJumps(int maxJumps)
+{
+ m_maxJumps = maxJumps;
+}
+
+int BlenderBulletCharacterController::getJumpCount() const
+{
+ return m_jumps;
+}
+
+bool BlenderBulletCharacterController::canJump() const
+{
+ return onGround() || m_jumps < m_maxJumps;
+}
+
+void BlenderBulletCharacterController::jump()
+{
+ if (onGround())
+ m_jumps = 0;
+
+ if (!canJump())
+ return;
+
+ m_verticalVelocity = m_jumpSpeed;
+ m_wasJumping = true;
+ m_jumps++;
+}
+
CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
:m_cci(ci)
{
@@ -154,25 +201,6 @@ public:
};
-class BlenderBulletCharacterController : public btKinematicCharacterController
-{
-private:
- btMotionState* m_motionState;
-
-public:
- BlenderBulletCharacterController(btMotionState *motionState, btPairCachingGhostObject *ghost, btConvexShape* shape, float stepHeight)
- : btKinematicCharacterController(ghost,shape,stepHeight,2),
- m_motionState(motionState)
- {
- }
-
- virtual void updateAction(btCollisionWorld *collisionWorld, btScalar dt)
- {
- btKinematicCharacterController::updateAction(collisionWorld,dt);
- m_motionState->setWorldTransform(getGhostObject()->getWorldTransform());
- }
-};
-
btRigidBody* CcdPhysicsController::GetRigidBody()
{
return btRigidBody::upcast(m_object);
@@ -463,9 +491,6 @@ bool CcdPhysicsController::CreateCharacterController()
m_characterController = new BlenderBulletCharacterController(m_bulletMotionState,(btPairCachingGhostObject*)m_object,(btConvexShape*)m_collisionShape,m_cci.m_stepHeight);
- PHY__Vector3 gravity;
- m_cci.m_physicsEnv->getGravity(gravity);
- m_characterController->setGravity(-gravity.m_vec[2]); // need positive gravity
m_characterController->setJumpSpeed(m_cci.m_jumpSpeed);
m_characterController->setFallSpeed(m_cci.m_fallSpeed);