CCharacterController.generated.cs 8.1 KB

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