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////  MyCharacterController.h//  interface/src/avatar////  Created by AndrewMeadows 2015.10.21//  Copyright 2015 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//  #ifndef hifi_MyCharacterController_h#define hifi_MyCharacterController_h #include <CharacterController.h>//#include <SharedUtil.h>#include <PhysicsEngine.h> class btCollisionShape;class MyAvatar;class DetailedMotionState; class MyCharacterController : public CharacterController {public:    explicit MyCharacterController(std::shared_ptr<MyAvatar> avatar, const FollowTimePerType& followTimeRemainingPerType);    ~MyCharacterController ();     void addToWorld() override;    void updateShapeIfNecessary() override;     // Sweeping a convex shape through the physics simulation can be expensive when the obstacles are too    // complex (e.g. small 20k triangle static mesh) so instead we cast several rays forward and if they    // don't hit anything we consider it a clean sweep.  Hence this "Shotgun" code.    class RayShotgunResult {    public:        void reset();        float hitFraction { 1.0f };        bool walkable { true };    };     /// return true if RayShotgun hits anything    bool testRayShotgun(const glm::vec3& position, const glm::vec3& step, RayShotgunResult& result);     void setDensity(btScalar density) { _density = density; }     const btCollisionShape* createDetailedCollisionShapeForJoint(int32_t jointIndex);    DetailedMotionState* createDetailedMotionStateForJoint(int32_t jointIndex);    std::vector<DetailedMotionState*>& getDetailedMotionStates() { return _detailedMotionStates; }    void clearDetailedMotionStates();     void buildPhysicsTransaction(PhysicsEngine::Transaction& transaction);     struct RayAvatarResult {        bool _intersect { false };        bool _isBound { false };        QUuid _intersectWithAvatar;        int32_t _intersectWithJoint { -1 };        float _distance { 0.0f };        float _maxDistance { 0.0f };        QVariantMap _extraInfo;        glm::vec3 _intersectionPoint;        glm::vec3 _intersectionNormal;        std::vector<int32_t> _boundJoints;    };    std::vector<RayAvatarResult> rayTest(const btVector3& origin, const btVector3& direction, const btScalar& length,                                         const QVector<uint>& jointsToExclude) const;     int32_t computeCollisionMask() const override;    void handleChangedCollisionMask() override;     void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; }     bool needsSafeLandingSupport() const; protected:    void initRayShotgun(const btCollisionWorld* world);    void updateMassProperties() override; private:    btConvexHullShape* computeShape() const; protected:    std::shared_ptr<MyAvatar> _avatar { nullptr };     // shotgun scan data    btAlignedObjectArray<btVector3> _topPoints;    btAlignedObjectArray<btVector3> _bottomPoints;    btScalar _density { 1.0f };     std::vector<DetailedMotionState*> _detailedMotionStates;    bool _collideWithOtherAvatars { true };}; #endif // hifi_MyCharacterController_h