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ezEngine
Release 25.03
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Base class for character controllers (CC). More...
#include <JoltCharacterControllerComponent.h>
Classes | |
struct | ContactPoint |
Describes a point where the CC collided with other geometry. More... | |
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... | |
void | SetObjectToIgnore (ezUInt32 uiObjectFilterID) |
The CC will move through the given physics body. More... | |
void | ClearObjectToIgnore () |
void | SetMaxClimbingSlope (ezAngle slope) |
The maximum slope that the character can walk up. | |
ezAngle | GetMaxClimbingSlope () const |
void | SetMass (float fMass) |
The mass with which the character will push down on objects that it is standing on. | |
float | GetMass () const |
void | SetStrength (float fStrength) |
The strength with which the character will push against objects that it is running into. | |
float | GetStrength () const |
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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. | |
Public Attributes | |
ezUInt8 | m_uiCollisionLayer = 0 |
The collision layer determines with which other actors this actor collides. More... | |
ezUInt8 | m_uiPresenceCollisionLayer = 0 |
In case a 'presence shape' is used, this defines which geometry the presence bodies collides with. | |
ezBitflags< ezJoltCharacterDebugFlags > | m_DebugFlags |
What aspects of the CC to visualize. | |
Protected Member Functions | |
virtual void | OnSimulationStarted () override |
This method is called once for active components, at the start of the next world update, but only when the world is simulated. More... | |
virtual void | OnDeactivated () override |
This method is called when the component gets deactivated. More... | |
EZ_ALWAYS_INLINE float | GetUpdateTimeDelta () const |
Returns the time delta to use for updating the character. This may differ from the world delta. | |
EZ_ALWAYS_INLINE float | GetInverseUpdateTimeDelta () const |
Returns the inverse of update time delta. | |
virtual JPH::Ref< JPH::Shape > | MakeNextCharacterShape ()=0 |
Returns the shape that the character is supposed to use next. More... | |
virtual float | GetShapeRadius () const =0 |
Returns the radius of the shape. This never changes at runtime. | |
virtual void | UpdateCharacter ()=0 |
Called up to once per frame, but potentially less often, if physics updates were skipped due to high framerates. More... | |
JPH::CharacterVirtual * | GetJoltCharacter () |
Gives access to the internally used JPH::CharacterVirtual. | |
const JPH::CharacterVirtual * | GetJoltCharacter () const |
ezResult | TryChangeShape (JPH::Shape *pNewShape) |
Attempts to change the character shape to the new one. Fails if the new shape overlaps with surrounding geometry. | |
void | RawMoveWithVelocity (const ezVec3 &vVelocity, float fMaxStairStepUp, float fMaxStepDown) |
Moves the character using the given velocity and timestep, making it collide with and slide along obstacles. | |
void | RawMoveIntoDirection (const ezVec3 &vDirection) |
Variant of RawMoveWithVelocity() that takes a direction vector instead. | |
void | RawMoveToPosition (const ezVec3 &vTargetPosition) |
Variant of RawMoveWithVelocity() that takes a target position instead. | |
void | TeleportToPosition (const ezVec3 &vGlobalFootPos) |
Teleports the character to the destination position, even if it would get stuck there. | |
bool | StickToGround (float fMaxDist) |
If the CC is slightly above the ground, this will move it down so that it touches the ground. More... | |
void | CollectCastContacts (ezDynamicArray< ContactPoint > &out_Contacts, const JPH::Shape *pShape, const ezVec3 &vQueryPosition, const ezQuat &qQueryRotation, const ezVec3 &vSweepDir) const |
Gathers all contact points that are found by sweeping the shape along a direction. | |
void | CollectContacts (ezDynamicArray< ContactPoint > &out_Contacts, const JPH::Shape *pShape, const ezVec3 &vQueryPosition, const ezQuat &qQueryRotation, float fCollisionTolerance) const |
Gathers all contact points of the shape at the target position. More... | |
ezVec3 | GetContactVelocityAndPushAway (const ContactPoint &contact, float fPushForce) |
Detects the velocity at the contact point. If it is a dynamic body, a force pushing it away is applied. More... | |
void | SpawnContactInteraction (const ContactPoint &contact, const ezHashedString &sSurfaceInteraction, ezSurfaceResourceHandle hFallbackSurface, const ezVec3 &vInteractionNormal=ezVec3(0, 0, 1)) |
Spawns a surface interaction prefab at the given contact point. More... | |
void | VisualizeContact (const ContactPoint &contact, const ezColor &color) const |
Debug draws the contact point. | |
void | VisualizeContacts (const ezDynamicArray< ContactPoint > &contacts, const ezColor &color) const |
Debug draws all the contact points. | |
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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... | |
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 |
Friends | |
class | ezJoltWorldModule |
Additional Inherited Members | |
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static const ezRTTI * | GetStaticRTTI () |
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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 character controllers (CC).
This class provides general functionality for building a character controller. It tries not to implement things that are game specific. It is assumed that most games implement their own character controller to be able to build very specific behavior. The ezJoltDefaultCharacterComponent is an example implementation that shows how this can be achieved on top of this class.
void ezJoltCharacterControllerComponent::ClearObjectToIgnore | ( | ) |
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protected |
Gathers all contact points of the shape at the target position.
Use fCollisionTolerance > 0 (e.g. 0.02f) to find contacts with walls/ground that the shape is touching but not penetrating.
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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 ezJoltDefaultCharacterComponent.
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protected |
Detects the velocity at the contact point. If it is a dynamic body, a force pushing it away is applied.
This is mainly used to get the velocity of the kinematic object that a character is standing on. It can then be incorporated into the movement, such that the character rides along. If the body at the contact point is dynamic, optionally a force can be applied, simulating that the character's weight pushes down on it.
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protectedpure virtual |
Returns the shape that the character is supposed to use next.
The desired target state (radius, height, etc) has to be stored somewhere else (e.g. as members in derived classes). The shape can be cached. The shape may not get applied to the character, in case this is used by things like TryResize and the next shape is determined to not fit.
Implemented in ezJoltDefaultCharacterComponent.
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overrideprotectedvirtual |
This method is called when the component gets deactivated.
Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.
Reimplemented from ezComponent.
Reimplemented in ezJoltDefaultCharacterComponent.
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overrideprotectedvirtual |
This method is called once for active components, at the start of the next world update, but only when the world is simulated.
This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().
However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.
Additionally, OnSimulationStarted() is only executed once, even if the ezWorld pauses and resumes world simulation multiple times. However, note that it will be called again after the component has been deactivated and is activated again.
Reimplemented from ezComponent.
Reimplemented in ezJoltDefaultCharacterComponent.
void ezJoltCharacterControllerComponent::SetObjectToIgnore | ( | ezUInt32 | uiObjectFilterID | ) |
The CC will move through the given physics body.
Currently only one such object can be set. This is mainly used to ignore an object that the player is currently carrying, so that there are no unintended collisions.
Call ClearObjectToIgnore() to re-enable collisions.
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protected |
Spawns a surface interaction prefab at the given contact point.
hFallbackSurface is used, if no other surface could be determined from the contact point.
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protected |
If the CC is slightly above the ground, this will move it down so that it touches the ground.
If within the max distance no ground contact is found, the function does nothing and returns false.
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protectedpure virtual |
Called up to once per frame, but potentially less often, if physics updates were skipped due to high framerates.
All shape modifications and moves should only be executed during this step. The given deltaTime should be used, rather than the world's time diff.
Implemented in ezJoltDefaultCharacterComponent.
ezUInt8 ezJoltCharacterControllerComponent::m_uiCollisionLayer = 0 |
The collision layer determines with which other actors this actor collides.