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Plasma Engine
2.0
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An example character controller (CC) implementation build upon plJoltCharacterControllerComponent. More...
#include <JoltDefaultCharacterComponent.h>
Classes | |
struct | Config |
Public Types | |
enum class | GroundState : plUInt8 { OnGround , Sliding , InAir } |
Public Member Functions | |
virtual void | SerializeComponent (plWorldWriter &inout_stream) const override |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (plWorldReader &inout_stream) override |
Override this to load the current state of the component from the given stream. | |
bool | GetAllowJumpInAir () const |
void | SetAllowJumpInAir (bool inAllow) |
void | SetWalkSurfaceInteraction (const char *szName) |
const char * | GetWalkSurfaceInteraction () const |
void | SetFallbackWalkSurfaceFile (const char *szFile) |
const char * | GetFallbackWalkSurfaceFile () const |
void | SetHeadObjectReference (const char *szReference) |
Sets an object GUID for an object that is the 'head' (controls the camera). | |
void | SetInputState (plMsgMoveCharacterController &ref_msg) |
This message is used to steer the CC. | |
float | GetCurrentCapsuleHeight () const |
Returns the current height of the entire capsule (crouching or standing). | |
float | GetCurrentCylinderHeight () const |
Returns the current height of the cylindrical part of the capsule (crouching or standing). | |
virtual float | GetShapeRadius () const override |
Returns the radius of the shape. This never changes at runtime. | |
virtual bool | IsTouchingGround () override |
Checks whether the CC is currently touching the ground. | |
GroundState | GetGroundState () const |
bool | IsStandingOnGround () const |
bool | IsSlidingOnGround () const |
bool | IsInAir () const |
virtual bool | IsCrouching () override |
Checks whether the CC is currently in the crouch state. | |
virtual void | TeleportCharacter (const plVec3 &vGlobalFootPosition) override |
Instantly teleports the character to the target position. Doesn't change its rotation. | |
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void | SetObjectToIgnore (plUInt32 uiObjectFilterID) |
The CC will move through the given physics body. | |
void | ClearObjectToIgnore () |
void | SetMaxClimbingSlope (plAngle slope) |
The maximum slope that the character can walk up. | |
plAngle | 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 |
virtual void | RawMove (const plVec3 &vMoveDeltaGlobal) override |
Attempts to move the character into the given direction. | |
virtual void | MoveCharacter (plMsgMoveCharacterController &msg) override |
Instructs the CC to move in certain directions. An implementation can queue the request for later processing. | |
virtual bool | IsDestinationUnobstructed (const plVec3 &vGlobalFootPos, float fCharacterHeight) override |
Checks whether the CC can be teleported to the target position without getting stuck. | |
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void | SetActiveFlag (bool bEnabled) |
Sets the active flag of the component, which affects its active state. | |
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'. | |
bool | IsActive () const |
Checks whether this component is in an active state. | |
bool | IsActiveAndInitialized () const |
Returns whether this component is active and initialized. | |
bool | IsActiveAndSimulating () const |
Whether the component is currently active and simulation has been started as well. | |
plComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const plComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
plGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const plGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
plWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const plWorld * | GetWorld () const |
Returns the corresponding world for this component. | |
plComponentHandle | GetHandle () const |
Returns a handle to this component. | |
plUInt32 | GetUniqueID () const |
Returns the unique id for this component. | |
void | SetUniqueID (plUInt32 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. | |
PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) |
Sends a message to this component. | |
PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) const |
void | PostMessage (const plMessage &msg, plTime delay=plTime::MakeZero(), plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::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 plMessage &msg) const |
Returns whether the given Message is handled by this component. | |
void | SetUserFlag (plUInt8 uiFlagIndex, bool bSet) |
Be careful to check which flags may already be in use by base classes. | |
bool | GetUserFlag (plUInt8 uiFlagIndex) const |
Retrieves a custom flag. Index must be between 0 and 7. | |
void | SetCreatedByPrefab () |
Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details. | |
bool | WasCreatedByPrefab () const |
Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component. | |
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virtual const plRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const plRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
PL_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Public Attributes | |
plAngle | m_RotateSpeed = plAngle::MakeFromDegree(90.0f) |
How many degrees per second the character turns. | |
float | m_fShapeRadius = 0.25f |
The radius of the capsule shape. | |
float | m_fCylinderHeightCrouch = 0.9f |
The total cylinder height when the character crouches. | |
float | m_fCylinderHeightStand = 1.7f |
The total cylinder height when the character stands. | |
float | m_fFootRadius = 0.15f |
The radius of the feet area, where it is checked whether the CC properly stands on the ground. | |
float | m_fWalkSpeedCrouching = 0.5f |
Meters per second movement speed when crouching. | |
float | m_fWalkSpeedStanding = 1.5f |
Meters per second movement speed when standing. | |
float | m_fWalkSpeedRunning = 3.5f |
Meters per second movement speed when standing and running. | |
float | m_fMaxStepUp = 0.25f |
The maximum step height that the CC can step up in a single frame. | |
float | m_fMaxStepDown = 0.25f |
The maximum step height that the CC can step down in a single frame (without 'falling'). | |
float | m_fJumpImpulse = 5.0f |
The physics impulse to use for jumping. | |
bool | m_bAllowJumpInAir = false |
Do we allow the CC to jump in the air? such as double jumping. | |
plHashedString | m_sWalkSurfaceInteraction |
The surface interaction to spawn regularly when walking. | |
plSurfaceResourceHandle | m_hFallbackWalkSurface |
The surface type to use for interactions, when no other surface type is available. | |
float | m_fWalkInteractionDistance = 1.0f |
How far the CC has to walk for spawning another surface interaction. | |
float | m_fRunInteractionDistance = 3.0f |
How far the CC has to run for spawning another surface interaction. | |
float | m_fAirSpeed = 2.5f |
How fast to move while falling. The higher, the more "air control" the player has. | |
float | m_fAirFriction = 0.5f |
How much lateral motion to lose while falling. | |
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plUInt8 | m_uiCollisionLayer = 0 |
The collision layer determines with which other actors this actor collides. | |
plUInt8 | m_uiPresenceCollisionLayer = 0 |
In case a 'presence shape' is used, this defines which geometry the presence bodies collides with. | |
plBitflags< plJoltCharacterDebugFlags > | 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. | |
virtual void | OnActivated () override |
This method is called when the component gets activated. | |
virtual void | OnDeactivated () override |
This method is called when the component gets deactivated. | |
void | OnUpdateLocalBounds (plMsgUpdateLocalBounds &msg) const |
virtual void | OnApplyRootMotion (plMsgApplyRootMotion &msg) |
virtual void | DetermineConfig (Config &out_inputs) |
virtual void | UpdateCharacter () override |
Called up to once per frame, but potentially less often, if physics updates were skipped due to high framerates. | |
virtual void | ApplyRotationZ () |
void | ResetInputState () |
Clears the input states to neutral values. | |
void | ResetInternalState () |
virtual JPH::Ref< JPH::Shape > | MakeNextCharacterShape () override |
Creates a new shape with the given height (and fixed radius) | |
void | ApplyCrouchState () |
void | InteractWithSurfaces (const ContactPoint &contact, const Config &cfg) |
void | StoreLateralVelocity () |
void | ClampLateralVelocity () |
void | MoveHeadObject () |
void | DebugVisualizations () |
void | CheckFeet () |
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PL_ALWAYS_INLINE float | GetUpdateTimeDelta () const |
Returns the time delta to use for updating the character. This may differ from the world delta. | |
PL_ALWAYS_INLINE float | GetInverseUpdateTimeDelta () const |
Returns the inverse of update time delta. | |
JPH::CharacterVirtual * | GetJoltCharacter () |
Gives access to the internally used JPH::CharacterVirtual. | |
const JPH::CharacterVirtual * | GetJoltCharacter () const |
plResult | 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 plVec3 &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 plVec3 &vDirection) |
Variant of RawMoveWithVelocity() that takes a direction vector instead. | |
void | RawMoveToPosition (const plVec3 &vTargetPosition) |
Variant of RawMoveWithVelocity() that takes a target position instead. | |
void | TeleportToPosition (const plVec3 &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. | |
void | CollectCastContacts (plDynamicArray< ContactPoint > &out_Contacts, const JPH::Shape *pShape, const plVec3 &vQueryPosition, const plQuat &qQueryRotation, const plVec3 &vSweepDir) const |
Gathers all contact points that are found by sweeping the shape along a direction. | |
void | CollectContacts (plDynamicArray< ContactPoint > &out_Contacts, const JPH::Shape *pShape, const plVec3 &vQueryPosition, const plQuat &qQueryRotation, float fCollisionTolerance) const |
Gathers all contact points of the shape at the target position. | |
plVec3 | 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. | |
void | SpawnContactInteraction (const ContactPoint &contact, const plHashedString &sSurfaceInteraction, plSurfaceResourceHandle hFallbackSurface, const plVec3 &vInteractionNormal=plVec3(0, 0, 1)) |
Spawns a surface interaction prefab at the given contact point. | |
void | VisualizeContact (const ContactPoint &contact, const plColor &color) const |
Debug draws the contact point. | |
void | VisualizeContacts (const plDynamicArray< ContactPoint > &contacts, const plColor &color) const |
Debug draws all the contact points. | |
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plComponent () | |
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 plWorldModuleTypeId | GetTypeId () const =0 |
virtual plComponentMode::Enum | GetMode () const =0 |
virtual void | Initialize () |
Can be overridden for basic initialization that depends on a valid hierarchy and position. | |
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. | |
void | EnableUnhandledMessageHandler (bool enable) |
By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message. | |
virtual bool | OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. | |
virtual bool | OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) const |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. | |
bool | IsInitialized () const |
bool | IsInitializing () const |
bool | IsSimulationStarted () const |
Protected Attributes | |
GroundState | m_LastGroundState = GroundState::InAir |
plUInt8 | m_uiInputJumpBit: 1 |
plUInt8 | m_uiInputCrouchBit: 1 |
plUInt8 | m_uiInputRunBit: 1 |
plUInt8 | m_uiIsCrouchingBit: 1 |
plAngle | m_InputRotateZ |
plVec2 | m_vInputDirection = plVec2::MakeZero() |
float | m_fVelocityUp = 0.0f |
float | m_fNextCylinderHeight = 0 |
float | m_fAccumulatedWalkDistance = 0.0f |
plVec2 | m_vVelocityLateral = plVec2::MakeZero() |
plTransform | m_PreviousTransform |
bool | m_bFeetOnSolidGround = false |
float | m_fCurrentCylinderHeight = 0 |
float | m_fHeadHeightOffset = 0.0f |
float | m_fHeadTargetHeight = 0.0f |
plGameObjectHandle | m_hHeadObject |
plVec3 | m_vAbsoluteRootMotion = plVec3::MakeZero() |
plUInt32 | m_uiUserDataIndex = plInvalidIndex |
plUInt32 | m_uiJoltBodyID = plInvalidIndex |
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const plRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Additional Inherited Members | |
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static const plRTTI * | GetStaticRTTI () |
An example character controller (CC) implementation build upon plJoltCharacterControllerComponent.
This component implements typical behavior for an FPS type of game. It is mainly meant as an example, as most games would rather implement their own CC to control the exact details.
It is also possible to derive from this component and override some virtual functions to just tweak the behavior of this sample implementation, in case you only need minor tweaks.
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strong |
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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 plJoltCharacterControllerComponent.
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overridevirtual |
Returns the radius of the shape. This never changes at runtime.
Implements plJoltCharacterControllerComponent.
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inlineoverridevirtual |
Checks whether the CC is currently in the crouch state.
Reimplemented from plJoltCharacterControllerComponent.
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inlineoverridevirtual |
Checks whether the CC is currently touching the ground.
Reimplemented from plJoltCharacterControllerComponent.
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overrideprotectedvirtual |
Creates a new shape with the given height (and fixed radius)
Implements plJoltCharacterControllerComponent.
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overrideprotectedvirtual |
This method is called when the component gets activated.
By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.
Reimplemented from plComponent.
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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 plJoltCharacterControllerComponent.
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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 ever executed once on a component, even if the plWorld pauses and resumes world simulation multiple times. Thus components that should only execute a thing exactly once, will work correctly. In contrast OnActivated() and OnDeactivated() will be executed every time the component's active state is toggled, which could re-execute the same behavior multiple times.
Reimplemented from plJoltCharacterControllerComponent.
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overridevirtual |
Override this to save the current state of the component to the given stream.
Reimplemented from plJoltCharacterControllerComponent.
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overridevirtual |
Instantly teleports the character to the target position. Doesn't change its rotation.
Reimplemented from plJoltCharacterControllerComponent.
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overrideprotectedvirtual |
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.
Implements plJoltCharacterControllerComponent.