48 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			48 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								/*
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								Bullet Continuous Collision Detection and Physics Library
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								Copyright (c) 2003-2008 Erwin Coumans  http://bulletphysics.com
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								This software is provided 'as-is', without any express or implied warranty.
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								In no event will the authors be held liable for any damages arising from the use of this software.
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								Permission is granted to anyone to use this software for any purpose, 
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								including commercial applications, and to alter it and redistribute it freely, 
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								subject to the following restrictions:
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								1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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								2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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								3. This notice may not be removed or altered from any source distribution.
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								*/
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								#ifndef BT_CHARACTER_CONTROLLER_INTERFACE_H
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								#define BT_CHARACTER_CONTROLLER_INTERFACE_H
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								#include "LinearMath/btVector3.h"
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								#include "BulletDynamics/Dynamics/btActionInterface.h"
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								class btCollisionShape;
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								class btRigidBody;
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								class btCollisionWorld;
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								class btCharacterControllerInterface : public btActionInterface
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								{
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								public:
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									btCharacterControllerInterface () {};
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									virtual ~btCharacterControllerInterface () {};
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									virtual void	setWalkDirection(const btVector3& walkDirection) = 0;
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									virtual void	setVelocityForTimeInterval(const btVector3& velocity, btScalar timeInterval) = 0;
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									virtual void	reset ( btCollisionWorld* collisionWorld ) = 0;
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									virtual void	warp (const btVector3& origin) = 0;
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									virtual void	preStep ( btCollisionWorld* collisionWorld) = 0;
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									virtual void	playerStep (btCollisionWorld* collisionWorld, btScalar dt) = 0;
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									virtual bool	canJump () const = 0;
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									virtual void	jump(const btVector3& dir = btVector3()) = 0;
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									virtual bool	onGround () const = 0;
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									virtual void	setUpInterpolate (bool value) = 0;
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								};
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								#endif //BT_CHARACTER_CONTROLLER_INTERFACE_H
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