📄 ogreopcodecharactercontroller.h
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///////////////////////////////////////////////////////////////////////////////
/// @file OgreOpcodeCharacterController.h
/// @brief
///
/// @author The OgreOpcode Team
///
///////////////////////////////////////////////////////////////////////////////
///
/// This file is part of OgreOpcode.
///
/// A lot of the code is based on the Nebula Opcode Collision module, see docs/Nebula_license.txt
///
/// OgreOpcode is free software; you can redistribute it and/or
/// modify it under the terms of the GNU Lesser General Public
/// License as published by the Free Software Foundation; either
/// version 2.1 of the License, or (at your option) any later version.
///
/// OgreOpcode is distributed in the hope that it will be useful,
/// but WITHOUT ANY WARRANTY; without even the implied warranty of
/// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
/// Lesser General Public License for more details.
///
/// You should have received a copy of the GNU Lesser General Public
/// License along with OgreOpcode; if not, write to the Free Software
/// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
///
///////////////////////////////////////////////////////////////////////////////
#ifndef OGREOPCODECHARACTERCONTROLLER_H
#define OGREOPCODECHARACTERCONTROLLER_H
#include "OgreOpcode.h"
#include "Ogre.h"
namespace OgreOpcode
{
class _OgreOpcode_Export CharacterController
{
public:
CharacterController(OgreOpcode::CollisionContext* context, Ogre::SceneNode* CharacterBaseNode, Ogre::Real CharacterRadius, Ogre::Real CharacterHeight, Ogre::Vector3 Gravity = Ogre::Vector3(0,-9.8,0), Ogre::Degree SlopeThreshold = Ogre::Degree(60), Ogre::Real UnitsPerMeter = 1.0);
~CharacterController();
struct CollisionPacket
{
Ogre::Vector3 eRadius; // ellipsoid radius
// Information about the move being requested: (in R3)
Ogre::Vector3 R3Velocity;
Ogre::Vector3 R3Position;
// Information about the move being requested: (in eSpace)
Ogre::Vector3 velocity;
Ogre::Vector3 normalizedVelocity;
Ogre::Vector3 basePoint;
// Hit information
bool foundCollision;
Ogre::Real nearestDistance;
Ogre::Vector3 intersectionPoint;
};
Ogre::SceneNode* getBaseNode();
Ogre::Real getHeight();
Ogre::Real getRadius();
Ogre::Vector3 getGravity();
Ogre::Degree getSlopeThreshold();
void move(Ogre::Vector3 velocity);
void setHeight(Ogre::Real Height);
void setRadius(Ogre::Real Radius);
void setGravity(const Ogre::Vector3& Gravity);
void setSlopeThreshold(const Ogre::Degree& SlopeThreshold);
protected:
Ogre::SceneNode* mBaseNode;
// radius of the capsule shape representing the character.
Ogre::Real mRadius;
// height of the capsule shape representing the character.
Ogre::Real mHeight;
// Force applied to character at all times.
// (optimized to not apply to characters at rest)
Ogre::Vector3 mGravity;
// The maximum slope the character will slide against.
Ogre::Degree mSlopeThreshold;
// used to derive close distances between objects.
Ogre::Real mUnitsPerMeter;
Ogre::Real mVeryCloseDistance;
Ogre::String mContactName;
OgreOpcode::CollisionContext* mContext;
private:
/** Collides a sphere with world.
@param pos
The colliding sphere position.
@param vel
The colliding sphere velocity.
@param radius
The colliding sphere radius.
@param gravity
The amount of gravity in the world.
@param slopeSlideThresold
(optional) The steepness thresold for sliding.
@return
New position for collided sphere.
*/
Ogre::Vector3 _collideAndSlide(const Ogre::Vector3& vel);
Ogre::Vector3 _collideWithWorld(int recursionDepth, const Ogre::Vector3& pos, const Ogre::Vector3& vel, CollisionPacket& colData, bool gravityStep, const Ogre::Degree& slopeSlideThresold);
void _doOgreOpcodeCollision(CollisionPacket& colData, float sweepOffset);
};
}
#endif
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