diff options
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsController.h | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h index b151c2f6b59..b271b9c424f 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h @@ -417,6 +417,8 @@ public: virtual bool canJump() const; virtual void jump(); + + const btVector3& getWalkDirection(); }; ///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution. @@ -424,7 +426,7 @@ class CcdPhysicsController : public PHY_IPhysicsController { protected: btCollisionObject* m_object; - btKinematicCharacterController* m_characterController; + BlenderBulletCharacterController* m_characterController; class PHY_IMotionState* m_MotionState; @@ -501,12 +503,12 @@ protected: /** - SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ + * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ virtual bool SynchronizeMotionStates(float time); /** - WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ + * WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ virtual void WriteMotionStateToDynamics(bool nondynaonly); virtual void WriteDynamicsToMotionState(); @@ -517,6 +519,7 @@ protected: // kinematic methods virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local); + virtual void SetWalkDirection(float dirX,float dirY,float dirZ,bool local); virtual void RelativeRotate(const float drot[9],bool local); virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal); virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal); @@ -531,6 +534,7 @@ protected: virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local); virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local); virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ); + virtual void Jump(); virtual void SetActive(bool active); // reading out information from physics @@ -538,6 +542,7 @@ protected: virtual void GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ); virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ); virtual void getReactionForce(float& forceX,float& forceY,float& forceZ); + virtual void GetWalkDirection(float& dirX,float& dirY,float& dirZ); // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted virtual void setRigidBody(bool rigid); |