using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Physics
* @{
*/
///
/// Special physics controller meant to be used for game characters. Uses the "slide-and-collide" physics instead of of
/// the standard physics model to handle various issues with manually moving kinematic objects. Uses a capsule to
/// represent the character's bounds.
///
public partial class CharacterController : Component
{
private CharacterController(bool __dummy0) { }
protected CharacterController() { }
///
/// Determines the position of the bottom of the controller. Position takes contact offset into account. Changing this
/// will teleport the character to the location. Use move() for movement that includes physics.
///
[ShowInInspector]
public Vector3 FootPosition
{
get
{
Vector3 temp;
Internal_getFootPosition(mCachedPtr, out temp);
return temp;
}
set { Internal_setFootPosition(mCachedPtr, ref value); }
}
/// Determines the radius of the controller capsule.
[ShowInInspector]
public float Radius
{
get { return Internal_getRadius(mCachedPtr); }
set { Internal_setRadius(mCachedPtr, value); }
}
/// Determines the height between the centers of the two spheres of the controller capsule.
[ShowInInspector]
public float Height
{
get { return Internal_getHeight(mCachedPtr); }
set { Internal_setHeight(mCachedPtr, value); }
}
/// Determines the up direction of capsule. Determines capsule orientation.
[ShowInInspector]
public Vector3 Up
{
get
{
Vector3 temp;
Internal_getUp(mCachedPtr, out temp);
return temp;
}
set { Internal_setUp(mCachedPtr, ref value); }
}
/// Controls what happens when character encounters a height higher than its step offset.
[ShowInInspector]
public CharacterClimbingMode ClimbingMode
{
get { return Internal_getClimbingMode(mCachedPtr); }
set { Internal_setClimbingMode(mCachedPtr, value); }
}
/// Controls what happens when character encounters a slope higher than its slope offset.
[ShowInInspector]
public CharacterNonWalkableMode NonWalkableMode
{
get { return Internal_getNonWalkableMode(mCachedPtr); }
set { Internal_setNonWalkableMode(mCachedPtr, value); }
}
///
/// Represents minimum distance that the character will move during a call to move(). This is used to stop the recursive
/// motion algorithm when the remaining distance is too small.
///
[ShowInInspector]
public float MinMoveDistance
{
get { return Internal_getMinMoveDistance(mCachedPtr); }
set { Internal_setMinMoveDistance(mCachedPtr, value); }
}
///
/// Contact offset specifies a skin around the object within which contacts will be generated. It should be a small
/// positive non-zero value.
///
[ShowInInspector]
public float ContactOffset
{
get { return Internal_getContactOffset(mCachedPtr); }
set { Internal_setContactOffset(mCachedPtr, value); }
}
///
/// Controls which obstacles will the character be able to automatically step over without being stopped. This is the
/// height of the maximum obstacle that will be stepped over (with exceptions, see climbingMode).
///
[ShowInInspector]
public float StepOffset
{
get { return Internal_getStepOffset(mCachedPtr); }
set { Internal_setStepOffset(mCachedPtr, value); }
}
///
/// Controls which slopes should the character consider too steep and won't be able to move over. See nonWalkableMode for
/// more information.
///
[ShowInInspector]
public Radian SlopeLimit
{
get
{
Radian temp;
Internal_getSlopeLimit(mCachedPtr, out temp);
return temp;
}
set { Internal_setSlopeLimit(mCachedPtr, ref value); }
}
/// Determines the layer that controls what can the controller collide with.
[ShowInInspector]
public ulong Layer
{
get { return Internal_getLayer(mCachedPtr); }
set { Internal_setLayer(mCachedPtr, value); }
}
/// Triggered when the controller hits a collider.
public event Action OnColliderHit;
/// Triggered when the controller hits another character controller.
public event Action OnControllerHit;
///
/// Moves the controller in the specified direction by the specified amount, while interacting with surrounding geometry.
/// Returns flags signaling where collision occurred after the movement.
///
/// Does not account for gravity, you must apply it manually.
///
public CharacterCollisionFlag Move(Vector3 displacement)
{
return Internal_move(mCachedPtr, ref displacement);
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern CharacterCollisionFlag Internal_move(IntPtr thisPtr, ref Vector3 displacement);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_getFootPosition(IntPtr thisPtr, out Vector3 __output);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setFootPosition(IntPtr thisPtr, ref Vector3 position);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getRadius(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setRadius(IntPtr thisPtr, float radius);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getHeight(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setHeight(IntPtr thisPtr, float height);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_getUp(IntPtr thisPtr, out Vector3 __output);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setUp(IntPtr thisPtr, ref Vector3 up);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern CharacterClimbingMode Internal_getClimbingMode(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setClimbingMode(IntPtr thisPtr, CharacterClimbingMode mode);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern CharacterNonWalkableMode Internal_getNonWalkableMode(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setNonWalkableMode(IntPtr thisPtr, CharacterNonWalkableMode mode);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getMinMoveDistance(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setMinMoveDistance(IntPtr thisPtr, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getContactOffset(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setContactOffset(IntPtr thisPtr, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern float Internal_getStepOffset(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setStepOffset(IntPtr thisPtr, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_getSlopeLimit(IntPtr thisPtr, out Radian __output);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setSlopeLimit(IntPtr thisPtr, ref Radian value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ulong Internal_getLayer(IntPtr thisPtr);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_setLayer(IntPtr thisPtr, ulong layer);
private void Internal_onColliderHit(ref ControllerColliderCollision p0)
{
OnColliderHit?.Invoke(p0);
}
private void Internal_onControllerHit(ref ControllerControllerCollision p0)
{
OnControllerHit?.Invoke(p0);
}
}
/** @} */
}