ezEngine  Release 25.03
ezPxCharacterControllerComponent Class Reference
Inheritance diagram for ezPxCharacterControllerComponent:

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) override
 Attempts to move the character into the given direction. More...
 
virtual void MoveCharacter (ezMsgMoveCharacterController &ref_msg) override
 Instructs the CC to move in certain directions. An implementation can queue the request for later processing. More...
 
virtual void TeleportCharacter (const ezVec3 &vGlobalFootPos) override
 Teleports the CC to the desired global position. Ignores obstacles on the path. More...
 
virtual bool IsDestinationUnobstructed (const ezVec3 &vGlobalFootPos, float fCharacterHeight) override
 Checks whether the CC can be teleported to the target position without getting stuck. More...
 
virtual bool IsTouchingGround () override
 Checks whether the CC is currently touching the ground.
 
virtual bool IsCrouching () override
 Checks whether the CC is currently in the crouch state.
 
virtual void OnApplyRootMotion (ezMsgApplyRootMotion &ref_msg)
 
void OnCollision (ezMsgCollision &ref_msg)
 
void SetWalkSurfaceInteraction (const char *szSz)
 
const char * GetWalkSurfaceInteraction () const
 
void SetFallbackWalkSurfaceFile (const char *szFile)
 
const char * GetFallbackWalkSurfaceFile () const
 
void SetHeadObjectReference (const char *szReference)
 
- Public Member Functions inherited from ezComponent
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...
 
ezComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const ezComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
ezGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const ezGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
ezWorldGetWorld ()
 Returns the corresponding world for this component.
 
const ezWorldGetWorld () 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.
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () 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

float m_fWalkSpeed = 5.0f
 [ property ] How many meters the character walks per second
 
float m_fRunSpeed = 15.0f
 [ property ] How many meters the character runs per second
 
float m_fCrouchHeight = 0.2f
 [ property ] How many meters the character walks per second while crouching
 
float m_fCrouchSpeed = 2.0f
 [ property ] How many meters the character walks per second while crouching
 
float m_fAirSpeed = 2.5f
 [ property ] How fast the character can change direction while not standing on solid round
 
float m_fAirFriction = 0.5f
 [ property ] How much damping is applied to the velocity when the character is jumping
 
ezAngle m_RotateSpeed = ezAngle::MakeFromDegree(90.0f)
 [ property ] How many degrees per second the character turns
 
float m_fJumpImpulse = 6.0f
 [ property ] How high the character will be able to jump
 
float m_fPushingForce = 500.0f
 [ property ] Force to push other rigid bodies
 
ezHashedString m_sWalkSurfaceInteraction
 [ property ] The surface interaction to spawn regularly when walking
 
ezSurfaceResourceHandle m_hFallbackWalkSurface
 [ property ] The surface type to use for interactions, when no other surface type is available
 
float m_fWalkInteractionDistance = 1.0f
 [ property ] How far the CC has to walk for spawning another surface interaction
 
float m_fRunInteractionDistance = 3.0f
 [ property ] How far the CC has to run for spawning another surface interaction
 

Protected Types

enum  InputStateBits : ezUInt8 { Jump = EZ_BIT(0), Crouch = EZ_BIT(1), Run = EZ_BIT(2) }
 

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...
 
void Update ()
 
- Protected Member Functions inherited from ezComponent
 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...
 
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
 

Protected Attributes

ezUInt8 m_uiInputStateBits = 0
 
ezComponentHandle m_hCharacterShape
 
ezVec3 m_vRelativeMoveDirection = ezVec3::MakeZero()
 
ezVec3 m_vAbsoluteRootMotion = ezVec3::MakeZero()
 
ezAngle m_RotateZ
 
bool m_bIsTouchingGround = true
 
bool m_bWantsCrouch = false
 
bool m_bIsCrouching = false
 
bool m_bWantsTeleport = false
 
float m_fStandingHeight = 1.0f
 
float m_fVelocityUp = 0.0f
 
ezVec3 m_vVelocityLateral = ezVec3::MakeZero()
 
float m_fAccumulatedWalkDistance = 0.0f
 
ezVec3 m_vTeleportTo
 
float m_fHeadHeightOffset = 0.0f
 
float m_fHeadTargetHeight = 0.0f
 
ezGameObjectHandle m_hHeadObject
 
- Protected Attributes inherited from ezComponent
const ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Additional Inherited Members

- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Member Function Documentation

◆ DeserializeComponent()

void ezPxCharacterControllerComponent::DeserializeComponent ( ezWorldReader inout_stream)
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 ezCharacterControllerComponent.

◆ IsDestinationUnobstructed()

bool ezPxCharacterControllerComponent::IsDestinationUnobstructed ( const ezVec3 vGlobalFootPos,
float  fCharacterHeight 
)
overridevirtual

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.

Implements ezCharacterControllerComponent.

◆ MoveCharacter()

void ezPxCharacterControllerComponent::MoveCharacter ( ezMsgMoveCharacterController ref_msg)
overridevirtual

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.

Implements ezCharacterControllerComponent.

◆ OnSimulationStarted()

void ezPxCharacterControllerComponent::OnSimulationStarted ( )
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.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from ezComponent.

◆ RawMove()

void ezPxCharacterControllerComponent::RawMove ( const ezVec3 vMoveDeltaGlobal)
overridevirtual

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.

Implements ezCharacterControllerComponent.

◆ TeleportCharacter()

void ezPxCharacterControllerComponent::TeleportCharacter ( const ezVec3 vGlobalFootPos)
overridevirtual

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.

Implements ezCharacterControllerComponent.

◆ Update()

void ezPxCharacterControllerComponent::Update ( )
protected
Todo:
allow other gravity directions

After move forwards, sweep test downwards to stick character to floor and detect falling


The documentation for this class was generated from the following files: