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ezEngine
Release 25.03
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Base class for implementations of a character controller. More...
#include <CharacterControllerComponent.h>
Public Member Functions | |
virtual void | SerializeComponent (ezWorldWriter &inout_stream) const override |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (ezWorldReader &inout_stream) override |
Override this to load the current state of the component from the given stream. More... | |
virtual void | RawMove (const ezVec3 &vMoveDeltaGlobal)=0 |
Attempts to move the character into the given direction. More... | |
virtual void | MoveCharacter (ezMsgMoveCharacterController &ref_msg)=0 |
Instructs the CC to move in certain directions. An implementation can queue the request for later processing. More... | |
virtual void | TeleportCharacter (const ezVec3 &vGlobalFootPos)=0 |
Teleports the CC to the desired global position. Ignores obstacles on the path. More... | |
virtual bool | IsDestinationUnobstructed (const ezVec3 &vGlobalFootPos, float fCharacterHeight)=0 |
Checks whether the CC can be teleported to the target position without getting stuck. More... | |
virtual bool | IsTouchingGround ()=0 |
Checks whether the CC is currently touching the ground. | |
virtual bool | IsCrouching ()=0 |
Checks whether the CC is currently in the crouch state. | |
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void | SetActiveFlag (bool bEnabled) |
Sets the active flag of the component, which affects its active state. More... | |
bool | GetActiveFlag () const |
Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'. More... | |
bool | IsActive () const |
Checks whether this component is in an active state. More... | |
bool | IsActiveAndInitialized () const |
Returns whether this component is active and initialized. More... | |
bool | IsActiveAndSimulating () const |
Whether the component is currently active and simulation has been started as well. More... | |
ezComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const ezComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
ezGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const ezGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
ezWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const ezWorld * | GetWorld () const |
Returns the corresponding world for this component. | |
ezComponentHandle | GetHandle () const |
Returns a handle to this component. | |
ezUInt32 | GetUniqueID () const |
Returns the unique id for this component. | |
void | SetUniqueID (ezUInt32 uiUniqueID) |
Sets the unique id for this component. | |
void | EnsureInitialized () |
Ensures that the component is initialized. Must only be called from another component's Initialize callback. | |
void | EnsureSimulationStarted () |
Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback. | |
EZ_ALWAYS_INLINE bool | SendMessage (ezMessage &ref_msg) |
Sends a message to this component. | |
EZ_ALWAYS_INLINE bool | SendMessage (ezMessage &ref_msg) const |
void | PostMessage (const ezMessage &msg, ezTime delay=ezTime::MakeZero(), ezObjectMsgQueueType::Enum queueType=ezObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is processed after the given delay in the corresponding phase. | |
virtual bool | HandlesMessage (const ezMessage &msg) const |
Returns whether the given Message is handled by this component. | |
void | SetUserFlag (ezUInt8 uiFlagIndex, bool bSet) |
Be careful to check which flags may already be in use by base classes. | |
bool | GetUserFlag (ezUInt8 uiFlagIndex) const |
Retrieves a custom flag. Index must be between 0 and 7. | |
void | SetCreatedByPrefab () |
Adds ezObjectFlags::CreatedByPrefab to the component. See the flag for details. | |
bool | WasCreatedByPrefab () const |
Checks whether the ezObjectFlags::CreatedByPrefab flag is set on this component. | |
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virtual const ezRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const ezRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
EZ_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Additional Inherited Members | |
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static const ezRTTI * | GetStaticRTTI () |
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ezComponent () | |
Keep the constructor private or protected in derived classes, so it cannot be called manually. | |
bool | IsDynamic () const |
Returns whether this component is dynamic and thus can only be attached to dynamic game objects. | |
virtual ezWorldModuleTypeId | GetTypeId () const =0 |
virtual ezComponentMode::Enum | GetMode () const =0 |
virtual void | Initialize () |
Can be overridden for basic initialization that depends on a valid hierarchy and position. More... | |
virtual void | Deinitialize () |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. More... | |
virtual void | OnActivated () |
This method is called when the component gets activated. More... | |
virtual void | OnDeactivated () |
This method is called when the component gets deactivated. More... | |
virtual void | OnSimulationStarted () |
This method is called once for active components, at the start of the next world update, but only when the world is simulated. More... | |
void | EnableUnhandledMessageHandler (bool enable) |
By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message. | |
virtual bool | OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More... | |
virtual bool | OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) const |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. More... | |
bool | IsInitialized () const |
bool | IsInitializing () const |
bool | IsSimulationStarted () const |
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const ezRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Base class for implementations of a character controller.
A character controller implements the raw physical locomotion aspect of moving a character (player or NPC) through the world. This is typically implemented through a physics engine, when natural collision behavior is desired. In more constricted settings, it could use a much simpler implementation.
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overridevirtual |
Override this to load the current state of the component from the given stream.
The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.
Reimplemented from ezComponent.
Reimplemented in ezPxCharacterControllerComponent.
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pure virtual |
Checks whether the CC can be teleported to the target position without getting stuck.
This can be used to check before using TeleportCharacter(). It can also be used to check whether a character can stand up from a crouching position, by passing a non-zero character height.
If a character height of 0 is passed in, the current height is used.
Implemented in ezPxCharacterControllerComponent.
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pure virtual |
Instructs the CC to move in certain directions. An implementation can queue the request for later processing.
It can also add further functionality, such as adding gravity, stair stepping, etc.
Implemented in ezPxCharacterControllerComponent.
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pure virtual |
Attempts to move the character into the given direction.
Implements the specific constraints, such as colliding with geometry and sliding along walls. Should NOT add further functionality, such as gravity. This function applies the result immediately and moves the owner object to the final location.
Implemented in ezPxCharacterControllerComponent.
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pure virtual |
Teleports the CC to the desired global position. Ignores obstacles on the path.
Careful, the CC may get stuck in the new location, if it is inside static geometry. If it teleports into dynamic geometry, the result may also be undesirable.
Implemented in ezPxCharacterControllerComponent.