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- using System;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /** @addtogroup Physics
- * @{
- */
- /// <summary>
- /// 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.
- /// </summary>
- public partial class CharacterController : Component
- {
- private CharacterController(bool __dummy0) { }
- protected CharacterController() { }
- /// <summary>
- /// 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.
- /// </summary>
- [ShowInInspector]
- public Vector3 FootPosition
- {
- get
- {
- Vector3 temp;
- Internal_getFootPosition(mCachedPtr, out temp);
- return temp;
- }
- set { Internal_setFootPosition(mCachedPtr, ref value); }
- }
- /// <summary>Determines the radius of the controller capsule.</summary>
- [ShowInInspector]
- public float Radius
- {
- get { return Internal_getRadius(mCachedPtr); }
- set { Internal_setRadius(mCachedPtr, value); }
- }
- /// <summary>Determines the height between the centers of the two spheres of the controller capsule.</summary>
- [ShowInInspector]
- public float Height
- {
- get { return Internal_getHeight(mCachedPtr); }
- set { Internal_setHeight(mCachedPtr, value); }
- }
- /// <summary>Determines the up direction of capsule. Determines capsule orientation.</summary>
- [ShowInInspector]
- public Vector3 Up
- {
- get
- {
- Vector3 temp;
- Internal_getUp(mCachedPtr, out temp);
- return temp;
- }
- set { Internal_setUp(mCachedPtr, ref value); }
- }
- /// <summary>Controls what happens when character encounters a height higher than its step offset.</summary>
- [ShowInInspector]
- public CharacterClimbingMode ClimbingMode
- {
- get { return Internal_getClimbingMode(mCachedPtr); }
- set { Internal_setClimbingMode(mCachedPtr, value); }
- }
- /// <summary>Controls what happens when character encounters a slope higher than its slope offset.</summary>
- [ShowInInspector]
- public CharacterNonWalkableMode NonWalkableMode
- {
- get { return Internal_getNonWalkableMode(mCachedPtr); }
- set { Internal_setNonWalkableMode(mCachedPtr, value); }
- }
- /// <summary>
- /// 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.
- /// </summary>
- [ShowInInspector]
- public float MinMoveDistance
- {
- get { return Internal_getMinMoveDistance(mCachedPtr); }
- set { Internal_setMinMoveDistance(mCachedPtr, value); }
- }
- /// <summary>
- /// Contact offset specifies a skin around the object within which contacts will be generated. It should be a small
- /// positive non-zero value.
- /// </summary>
- [ShowInInspector]
- public float ContactOffset
- {
- get { return Internal_getContactOffset(mCachedPtr); }
- set { Internal_setContactOffset(mCachedPtr, value); }
- }
- /// <summary>
- /// 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).
- /// </summary>
- [ShowInInspector]
- public float StepOffset
- {
- get { return Internal_getStepOffset(mCachedPtr); }
- set { Internal_setStepOffset(mCachedPtr, value); }
- }
- /// <summary>
- /// Controls which slopes should the character consider too steep and won't be able to move over. See nonWalkableMode for
- /// more information.
- /// </summary>
- [ShowInInspector]
- public Radian SlopeLimit
- {
- get
- {
- Radian temp;
- Internal_getSlopeLimit(mCachedPtr, out temp);
- return temp;
- }
- set { Internal_setSlopeLimit(mCachedPtr, ref value); }
- }
- /// <summary>Determines the layer that controls what can the controller collide with.</summary>
- [ShowInInspector]
- public ulong Layer
- {
- get { return Internal_getLayer(mCachedPtr); }
- set { Internal_setLayer(mCachedPtr, value); }
- }
- /// <summary>Triggered when the controller hits a collider.</summary>
- public event Action<ControllerColliderCollision> OnColliderHit;
- /// <summary>Triggered when the controller hits another character controller.</summary>
- public event Action<ControllerControllerCollision> OnControllerHit;
- /// <summary>
- /// 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.
- /// </summary>
- 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);
- }
- }
- /** @} */
- }
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