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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsPhysicsCommon.h"
- #include "BsVector3.h"
- namespace BansheeEngine
- {
- /** @addtogroup Physics
- * @{
- */
- /**
- * Controls climbing behaviour for a capsule character controller. Normally the character controller will not
- * automatically climb when heights are greater than the assigned step offset. However due to the shape of the capsule
- * it might automatically climb over slightly larger heights than assigned step offsets.
- */
- enum class CharacterClimbingMode
- {
- Normal, /**< Normal behaviour. Capsule character controller will be able to auto-step even above the step offset. */
- Constrained /**< The system will attempt to limit auto-step to the provided step offset and no higher. */
- };
- /** Controls behaviour when a character controller reaches a slope thats larger than its slope offset. */
- enum class CharacterNonWalkableMode
- {
- Prevent, /**< Character will be prevented from going further, but will be allowed to move laterally. */
- PreventAndSlide /**< Character will be prevented from going further, but also slide down the slope. */
- };
- /** Reports in which directions is the character colliding with other objects. */
- enum class CharacterCollisionFlag
- {
- Sides = 0x1, /**< Character is colliding with its sides. */
- Up = 0x2, /**< Character is colliding with the ceiling. */
- Down = 0x4 /**< Character is colliding with the ground. */
- };
- /** @copydoc CharacterCollisionFlag */
- typedef Flags<CharacterCollisionFlag> CharacterCollisionFlags;
- BS_FLAGS_OPERATORS(CharacterCollisionFlag)
- struct CHAR_CONTROLLER_DESC;
- struct ControllerColliderCollision;
- struct ControllerControllerCollision;
- /**
- * 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.
- */
- class BS_CORE_EXPORT CharacterController
- {
- public:
- CharacterController(const CHAR_CONTROLLER_DESC& desc) { }
- virtual ~CharacterController() { }
- /**
- * 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.
- */
- virtual CharacterCollisionFlags move(const Vector3& displacement) = 0;
- /** Returns position of the center of the controller. */
- virtual Vector3 getPosition() const = 0;
- /**
- * Sets position of the center of the controller. This will teleport the character to the location. Use move()
- * for movement that includes physics.
- */
- virtual void setPosition(const Vector3& position) = 0;
- /** Returns position of the bottom of the controller. Position takes contact offset into account. */
- virtual Vector3 getFootPosition() const = 0;
- /**
- * Sets position of the bottom of the controller. Position takes contact offset into account. This will teleport the
- * character to the location. Use move() for movement that includes physics.
- */
- virtual void setFootPosition(const Vector3& position) = 0;
- /** Returns the radius of the controller capsule. */
- virtual float getRadius() const = 0;
- /** Sets the radius of the controller capsule. */
- virtual void setRadius(float radius) = 0;
- /** Returns the height between the centers of the two spheres of the controller capsule. */
- virtual float getHeight() const = 0;
- /** Sets the height between the centers of the two spheres of the controller capsule. */
- virtual void setHeight(float height) = 0;
- /** Returns the up direction of capsule. Determines capsule orientation. */
- virtual Vector3 getUp() const = 0;
- /** Sets the up direction of capsule. Determines capsule orientation. */
- virtual void setUp(const Vector3& up) = 0;
- /**
- * Returns climbing mode.
- *
- * @copydoc CHAR_CONTROLLER_DESC::climbingMode
- */
- virtual CharacterClimbingMode getClimbingMode() const = 0;
- /**
- * Sets climbing mode.
- *
- * @copydoc CHAR_CONTROLLER_DESC::climbingMode
- */
- virtual void setClimbingMode(CharacterClimbingMode mode) = 0;
- /**
- * Returns non-walkable mode.
- *
- * @copydoc CHAR_CONTROLLER_DESC::nonWalkableMode
- */
- virtual CharacterNonWalkableMode getNonWalkableMode() const = 0;
- /**
- * Sets non-walkable mode.
- *
- * @copydoc CHAR_CONTROLLER_DESC::nonWalkableMode
- */
- virtual void setNonWalkableMode(CharacterNonWalkableMode mode) = 0;
- /**
- * Returns minimum move distance.
- *
- * @copydoc CHAR_CONTROLLER_DESC::minMoveDistance
- */
- virtual float getMinMoveDistance() const = 0;
- /**
- * Sets minimum move distance.
- *
- * @copydoc CHAR_CONTROLLER_DESC::minMoveDistance
- */
- virtual void setMinMoveDistance(float value) = 0;
- /**
- * Returns the contact offset.
- *
- * @copydoc CHAR_CONTROLLER_DESC::contactOffset
- */
- virtual float getContactOffset() const = 0;
- /**
- * Sets the contact offset.
- *
- * @copydoc CHAR_CONTROLLER_DESC::contactOffset
- */
- virtual void setContactOffset(float value) = 0;
- /**
- * Returns the step offset.
- *
- * @copydoc CHAR_CONTROLLER_DESC::stepOffset
- */
- virtual float getStepOffset() const = 0;
- /**
- * Sets the step offset.
- *
- * @copydoc CHAR_CONTROLLER_DESC::stepOffset
- */
- virtual void setStepOffset(float value) = 0;
- /**
- * Returns the slope angle.
- *
- * @copydoc CHAR_CONTROLLER_DESC::slopeLimit
- */
- virtual Radian getSlopeLimit() const = 0;
- /**
- * Sets the slope angle.
- *
- * @copydoc CHAR_CONTROLLER_DESC::slopeLimit
- */
- virtual void setSlopeLimit(Radian value) = 0;
- /** Sets the layer that control swhat can the controller collide with. */
- virtual void setLayer(UINT64 layer) { mLayer = layer; }
- /** Gets the layer that control swhat can the controller collide with. */
- virtual UINT64 getLayer() const { return mLayer; }
- /** Creates a new character controller. */
- static SPtr<CharacterController> create(const CHAR_CONTROLLER_DESC& desc);
- /** Triggered when the controller hits a collider. */
- Event<void(const ControllerColliderCollision&)> onColliderHit;
- /** Triggered when the controller hits another character controller. */
- Event<void(const ControllerControllerCollision&)> onControllerHit;
- /** @cond INTERNAL */
- /**
- * Sets the object that owns this physics object, if any. Used for high level systems so they can easily map their
- * high level physics objects from the low level ones returned by various queries and events.
- */
- void _setOwner(PhysicsOwnerType type, void* owner) { mOwner.type = type; mOwner.ownerData = owner; }
- /**
- * Gets the object that owns this physics object, if any. Used for high level systems so they can easily map their
- * high level physics objects from the low level ones returned by various queries and events.
- */
- void* _getOwner(PhysicsOwnerType type) const { return mOwner.type == type ? mOwner.ownerData : nullptr; }
- /** @endcond */
- private:
- PhysicsObjectOwner mOwner;
- UINT64 mLayer = 1;
- };
- /** Contains all the information required for initializing a character controller. */
- struct CHAR_CONTROLLER_DESC
- {
- /** Center of the controller capsule */
- Vector3 position;
- /**
- * Contact offset specifies a skin around the object within which contacts will be generated. It should be a small
- * positive non-zero value.
- */
- float contactOffset = 0.1f;
- /**
- * 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).
- */
- float stepOffset = 0.5f;
- /**
- * Controls which slopes should the character consider too steep and won't be able to move over. See
- * nonWalkableMode for more information.
- */
- Radian slopeLimit = Degree(45.0f);
- /**
- * 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
- */
- float minMoveDistance = 0.0f;
- /** Height between the centers of the two spheres of the controller capsule. */
- float height = 0.0f;
- /** Radius of the controller capsule. */
- float radius = 1.0f;
-
- /** Up direction of controller capsule. Determines capsule orientation. */
- Vector3 up = Vector3::UNIT_Y;
- /**
- * Controls what happens when character encounters a height higher than its step offset.
- *
- * @see CharacterClimbingMode
- */
- CharacterClimbingMode climbingMode = CharacterClimbingMode::Normal;
- /**
- * Controls what happens when character encounters a slope higher than its slope offset.
- *
- * @see CharacterNonWalkableMode
- */
- CharacterNonWalkableMode nonWalkableMode = CharacterNonWalkableMode::Prevent;
- };
- /** Contains data about a collision of a character controller and another object. */
- struct ControllerCollision
- {
- Vector3 position; /**< Contact position. */
- Vector3 normal; /**< Contact normal. */
- Vector3 motionDir; /**< Direction of motion after the hit. */
- float motionAmount; /**< Magnitude of motion after the hit. */
- };
- /** Contains data about a collision of a character controller and a collider. */
- struct ControllerColliderCollision : ControllerCollision
- {
- /**
- * Component of the controller that was touched. Can be null if the controller has no component parent, in which
- * case check ::colliderRaw.
- */
- HCollider collider;
- Collider* colliderRaw; /**< Collider that was touched. */
- UINT32 triangleIndex; /**< Touched triangle index for mesh colliders. */
- };
- /** Contains data about a collision between two character controllers. */
- struct ControllerControllerCollision : ControllerCollision
- {
- /**
- * Component of the controller that was touched. Can be null if the controller has no component parent, in which
- * case check ::controllerRaw.
- */
- HCharacterController controller;
- CharacterController* controllerRaw; /**< Controller that was touched. */
- };
- /** @} */
- }
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