CCharacterController.generated.cs 8.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225
  1. using System;
  2. using System.Runtime.CompilerServices;
  3. using System.Runtime.InteropServices;
  4. namespace BansheeEngine
  5. {
  6. /** @addtogroup Physics
  7. * @{
  8. */
  9. /// <summary>
  10. /// Special physics controller meant to be used for game characters. Uses the "slide-and-collide" physics instead of of
  11. /// the standard physics model to handle various issues with manually moving kinematic objects. Uses a capsule to
  12. /// represent the character's bounds.
  13. /// </summary>
  14. [ShowInInspector]
  15. public partial class CharacterController : Component
  16. {
  17. private CharacterController(bool __dummy0) { }
  18. protected CharacterController() { }
  19. /// <summary>
  20. /// Determines the position of the bottom of the controller. Position takes contact offset into account. Changing this
  21. /// will teleport the character to the location. Use move() for movement that includes physics.
  22. /// </summary>
  23. [ShowInInspector]
  24. [NativeWrapper]
  25. public Vector3 FootPosition
  26. {
  27. get
  28. {
  29. Vector3 temp;
  30. Internal_getFootPosition(mCachedPtr, out temp);
  31. return temp;
  32. }
  33. set { Internal_setFootPosition(mCachedPtr, ref value); }
  34. }
  35. /// <summary>Determines the radius of the controller capsule.</summary>
  36. [ShowInInspector]
  37. [NativeWrapper]
  38. public float Radius
  39. {
  40. get { return Internal_getRadius(mCachedPtr); }
  41. set { Internal_setRadius(mCachedPtr, value); }
  42. }
  43. /// <summary>Determines the height between the centers of the two spheres of the controller capsule.</summary>
  44. [ShowInInspector]
  45. [NativeWrapper]
  46. public float Height
  47. {
  48. get { return Internal_getHeight(mCachedPtr); }
  49. set { Internal_setHeight(mCachedPtr, value); }
  50. }
  51. /// <summary>Determines the up direction of capsule. Determines capsule orientation.</summary>
  52. [ShowInInspector]
  53. [NativeWrapper]
  54. public Vector3 Up
  55. {
  56. get
  57. {
  58. Vector3 temp;
  59. Internal_getUp(mCachedPtr, out temp);
  60. return temp;
  61. }
  62. set { Internal_setUp(mCachedPtr, ref value); }
  63. }
  64. /// <summary>Controls what happens when character encounters a height higher than its step offset.</summary>
  65. [ShowInInspector]
  66. [NativeWrapper]
  67. public CharacterClimbingMode ClimbingMode
  68. {
  69. get { return Internal_getClimbingMode(mCachedPtr); }
  70. set { Internal_setClimbingMode(mCachedPtr, value); }
  71. }
  72. /// <summary>Controls what happens when character encounters a slope higher than its slope offset.</summary>
  73. [ShowInInspector]
  74. [NativeWrapper]
  75. public CharacterNonWalkableMode NonWalkableMode
  76. {
  77. get { return Internal_getNonWalkableMode(mCachedPtr); }
  78. set { Internal_setNonWalkableMode(mCachedPtr, value); }
  79. }
  80. /// <summary>
  81. /// Represents minimum distance that the character will move during a call to move(). This is used to stop the recursive
  82. /// motion algorithm when the remaining distance is too small.
  83. /// </summary>
  84. [ShowInInspector]
  85. [NativeWrapper]
  86. public float MinMoveDistance
  87. {
  88. get { return Internal_getMinMoveDistance(mCachedPtr); }
  89. set { Internal_setMinMoveDistance(mCachedPtr, value); }
  90. }
  91. /// <summary>
  92. /// Contact offset specifies a skin around the object within which contacts will be generated. It should be a small
  93. /// positive non-zero value.
  94. /// </summary>
  95. [ShowInInspector]
  96. [NativeWrapper]
  97. public float ContactOffset
  98. {
  99. get { return Internal_getContactOffset(mCachedPtr); }
  100. set { Internal_setContactOffset(mCachedPtr, value); }
  101. }
  102. /// <summary>
  103. /// Controls which obstacles will the character be able to automatically step over without being stopped. This is the
  104. /// height of the maximum obstacle that will be stepped over (with exceptions, see climbingMode).
  105. /// </summary>
  106. [ShowInInspector]
  107. [NativeWrapper]
  108. public float StepOffset
  109. {
  110. get { return Internal_getStepOffset(mCachedPtr); }
  111. set { Internal_setStepOffset(mCachedPtr, value); }
  112. }
  113. /// <summary>
  114. /// Controls which slopes should the character consider too steep and won't be able to move over. See nonWalkableMode for
  115. /// more information.
  116. /// </summary>
  117. [ShowInInspector]
  118. [NativeWrapper]
  119. public Radian SlopeLimit
  120. {
  121. get
  122. {
  123. Radian temp;
  124. Internal_getSlopeLimit(mCachedPtr, out temp);
  125. return temp;
  126. }
  127. set { Internal_setSlopeLimit(mCachedPtr, ref value); }
  128. }
  129. /// <summary>Determines the layer that controls what can the controller collide with.</summary>
  130. [ShowInInspector]
  131. [NativeWrapper]
  132. public ulong Layer
  133. {
  134. get { return Internal_getLayer(mCachedPtr); }
  135. set { Internal_setLayer(mCachedPtr, value); }
  136. }
  137. /// <summary>Triggered when the controller hits a collider.</summary>
  138. public event Action<ControllerColliderCollision> OnColliderHit;
  139. /// <summary>Triggered when the controller hits another character controller.</summary>
  140. public event Action<ControllerControllerCollision> OnControllerHit;
  141. /// <summary>
  142. /// Moves the controller in the specified direction by the specified amount, while interacting with surrounding geometry.
  143. /// Returns flags signaling where collision occurred after the movement.
  144. ///
  145. /// Does not account for gravity, you must apply it manually.
  146. /// </summary>
  147. public CharacterCollisionFlag Move(Vector3 displacement)
  148. {
  149. return Internal_move(mCachedPtr, ref displacement);
  150. }
  151. [MethodImpl(MethodImplOptions.InternalCall)]
  152. private static extern CharacterCollisionFlag Internal_move(IntPtr thisPtr, ref Vector3 displacement);
  153. [MethodImpl(MethodImplOptions.InternalCall)]
  154. private static extern void Internal_getFootPosition(IntPtr thisPtr, out Vector3 __output);
  155. [MethodImpl(MethodImplOptions.InternalCall)]
  156. private static extern void Internal_setFootPosition(IntPtr thisPtr, ref Vector3 position);
  157. [MethodImpl(MethodImplOptions.InternalCall)]
  158. private static extern float Internal_getRadius(IntPtr thisPtr);
  159. [MethodImpl(MethodImplOptions.InternalCall)]
  160. private static extern void Internal_setRadius(IntPtr thisPtr, float radius);
  161. [MethodImpl(MethodImplOptions.InternalCall)]
  162. private static extern float Internal_getHeight(IntPtr thisPtr);
  163. [MethodImpl(MethodImplOptions.InternalCall)]
  164. private static extern void Internal_setHeight(IntPtr thisPtr, float height);
  165. [MethodImpl(MethodImplOptions.InternalCall)]
  166. private static extern void Internal_getUp(IntPtr thisPtr, out Vector3 __output);
  167. [MethodImpl(MethodImplOptions.InternalCall)]
  168. private static extern void Internal_setUp(IntPtr thisPtr, ref Vector3 up);
  169. [MethodImpl(MethodImplOptions.InternalCall)]
  170. private static extern CharacterClimbingMode Internal_getClimbingMode(IntPtr thisPtr);
  171. [MethodImpl(MethodImplOptions.InternalCall)]
  172. private static extern void Internal_setClimbingMode(IntPtr thisPtr, CharacterClimbingMode mode);
  173. [MethodImpl(MethodImplOptions.InternalCall)]
  174. private static extern CharacterNonWalkableMode Internal_getNonWalkableMode(IntPtr thisPtr);
  175. [MethodImpl(MethodImplOptions.InternalCall)]
  176. private static extern void Internal_setNonWalkableMode(IntPtr thisPtr, CharacterNonWalkableMode mode);
  177. [MethodImpl(MethodImplOptions.InternalCall)]
  178. private static extern float Internal_getMinMoveDistance(IntPtr thisPtr);
  179. [MethodImpl(MethodImplOptions.InternalCall)]
  180. private static extern void Internal_setMinMoveDistance(IntPtr thisPtr, float value);
  181. [MethodImpl(MethodImplOptions.InternalCall)]
  182. private static extern float Internal_getContactOffset(IntPtr thisPtr);
  183. [MethodImpl(MethodImplOptions.InternalCall)]
  184. private static extern void Internal_setContactOffset(IntPtr thisPtr, float value);
  185. [MethodImpl(MethodImplOptions.InternalCall)]
  186. private static extern float Internal_getStepOffset(IntPtr thisPtr);
  187. [MethodImpl(MethodImplOptions.InternalCall)]
  188. private static extern void Internal_setStepOffset(IntPtr thisPtr, float value);
  189. [MethodImpl(MethodImplOptions.InternalCall)]
  190. private static extern void Internal_getSlopeLimit(IntPtr thisPtr, out Radian __output);
  191. [MethodImpl(MethodImplOptions.InternalCall)]
  192. private static extern void Internal_setSlopeLimit(IntPtr thisPtr, ref Radian value);
  193. [MethodImpl(MethodImplOptions.InternalCall)]
  194. private static extern ulong Internal_getLayer(IntPtr thisPtr);
  195. [MethodImpl(MethodImplOptions.InternalCall)]
  196. private static extern void Internal_setLayer(IntPtr thisPtr, ulong layer);
  197. private void Internal_onColliderHit(ref ControllerColliderCollision p0)
  198. {
  199. OnColliderHit?.Invoke(p0);
  200. }
  201. private void Internal_onControllerHit(ref ControllerControllerCollision p0)
  202. {
  203. OnControllerHit?.Invoke(p0);
  204. }
  205. }
  206. /** @} */
  207. }