You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
145 lines
6.1 KiB
C++
145 lines
6.1 KiB
C++
/*
|
|
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
|
|
* its licensors.
|
|
*
|
|
* For complete copyright and license terms please see the LICENSE at the root of this
|
|
* distribution (the "License"). All use of this software is governed by the License,
|
|
* or, if provided, by the license below or the license accompanying this file. Do not
|
|
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
*
|
|
*/
|
|
|
|
#pragma once
|
|
#include <AzCore/Component/Component.h>
|
|
#include <AzFramework/Physics/CharacterBus.h>
|
|
#include <AzFramework/Physics/SystemBus.h>
|
|
#include <AzFramework/Physics/CollisionBus.h>
|
|
#include <AzFramework/Physics/Components/SimulatedBodyComponentBus.h>
|
|
#include <AzFramework/Physics/Common/PhysicsEvents.h>
|
|
#include <PhysXCharacters/API/CharacterController.h>
|
|
#include <AzCore/Component/TransformBus.h>
|
|
#include <PhysX/CharacterControllerBus.h>
|
|
|
|
namespace AzPhysics
|
|
{
|
|
struct SimulatedBody;
|
|
}
|
|
|
|
namespace PhysX
|
|
{
|
|
class CharacterControllerConfiguration;
|
|
|
|
/// Component used to physically represent characters for basic interactions with the physical world, for example to
|
|
/// prevent walking through walls or falling through terrain.
|
|
class CharacterControllerComponent
|
|
: public AZ::Component
|
|
, public Physics::CharacterRequestBus::Handler
|
|
, public AzPhysics::SimulatedBodyComponentRequestsBus::Handler
|
|
, public AZ::TransformNotificationBus::Handler
|
|
, public CharacterControllerRequestBus::Handler
|
|
, public Physics::CollisionFilteringRequestBus::Handler
|
|
{
|
|
public:
|
|
AZ_COMPONENT(CharacterControllerComponent, "{BCBD8448-2FFC-450D-B82F-7C297D2F0C8C}");
|
|
|
|
static void Reflect(AZ::ReflectContext* context);
|
|
|
|
CharacterControllerComponent();
|
|
CharacterControllerComponent(AZStd::unique_ptr<Physics::CharacterConfiguration> characterConfig,
|
|
AZStd::shared_ptr<Physics::ShapeConfiguration> shapeConfig);
|
|
~CharacterControllerComponent();
|
|
|
|
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
|
|
{
|
|
provided.push_back(AZ_CRC("PhysicsWorldBodyService", 0x944da0cc));
|
|
provided.push_back(AZ_CRC("PhysXCharacterControllerService", 0x428de4fa));
|
|
}
|
|
|
|
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
|
|
{
|
|
incompatible.push_back(AZ_CRC("PhysXCharacterControllerService", 0x428de4fa));
|
|
incompatible.push_back(AZ_CRC_CE("NonUniformScaleService"));
|
|
}
|
|
|
|
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
|
|
{
|
|
required.push_back(AZ_CRC("TransformService", 0x8ee22c50));
|
|
}
|
|
|
|
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
|
|
{
|
|
dependent.push_back(AZ_CRC("PhysXColliderService", 0x4ff43f7c));
|
|
}
|
|
|
|
Physics::CharacterConfiguration& GetCharacterConfiguration()
|
|
{
|
|
return *m_characterConfig;
|
|
}
|
|
|
|
protected:
|
|
// AZ::Component
|
|
void Init() override;
|
|
void Activate() override;
|
|
void Deactivate() override;
|
|
|
|
// Physics::CharacterRequestBus
|
|
AZ::Vector3 GetBasePosition() const override;
|
|
void SetBasePosition(const AZ::Vector3& position) override;
|
|
AZ::Vector3 GetCenterPosition() const override;
|
|
float GetStepHeight() const override;
|
|
void SetStepHeight(float stepHeight) override;
|
|
AZ::Vector3 GetUpDirection() const override;
|
|
void SetUpDirection(const AZ::Vector3& upDirection) override;
|
|
float GetSlopeLimitDegrees() const override;
|
|
void SetSlopeLimitDegrees(float slopeLimitDegrees) override;
|
|
float GetMaximumSpeed() const override;
|
|
void SetMaximumSpeed(float maximumSpeed) override;
|
|
AZ::Vector3 GetVelocity() const override;
|
|
void AddVelocity(const AZ::Vector3& velocity) override;
|
|
bool IsPresent() const override { return IsPhysicsEnabled(); }
|
|
Physics::Character* GetCharacter() override;
|
|
|
|
// AzPhysics::SimulatedBodyComponentRequestsBus::Handler overrides ...
|
|
void EnablePhysics() override;
|
|
void DisablePhysics() override;
|
|
bool IsPhysicsEnabled() const override;
|
|
AZ::Aabb GetAabb() const override;
|
|
AzPhysics::SimulatedBody* GetSimulatedBody() override;
|
|
AzPhysics::SimulatedBodyHandle GetSimulatedBodyHandle() const override;
|
|
AzPhysics::SceneQueryHit RayCast(const AzPhysics::RayCastRequest& request) override;
|
|
|
|
// CharacterControllerRequestBus
|
|
void Resize(float height) override;
|
|
float GetHeight() override;
|
|
void SetHeight(float height);
|
|
float GetRadius() override;
|
|
void SetRadius(float radius) override;
|
|
float GetHalfSideExtent() override;
|
|
void SetHalfSideExtent(float halfSideExtent) override;
|
|
float GetHalfForwardExtent() override;
|
|
void SetHalfForwardExtent(float halfForwardExtent) override;
|
|
|
|
// TransformNotificationBus
|
|
void OnTransformChanged(const AZ::Transform& local, const AZ::Transform& world) override;
|
|
|
|
// CollisionFilteringRequestBus
|
|
void SetCollisionLayer(const AZStd::string& layerName, AZ::Crc32 colliderTag) override;
|
|
AZStd::string GetCollisionLayerName() override;
|
|
void SetCollisionGroup(const AZStd::string& groupName, AZ::Crc32 colliderTag) override;
|
|
AZStd::string GetCollisionGroupName() override;
|
|
void ToggleCollisionLayer(const AZStd::string& layerName, AZ::Crc32 colliderTag, bool enabled) override;
|
|
|
|
private:
|
|
void CreateController();
|
|
void DestroyController();
|
|
|
|
void OnPreSimulate(float deltaTime);
|
|
|
|
AZStd::unique_ptr<Physics::CharacterConfiguration> m_characterConfig;
|
|
AZStd::shared_ptr<Physics::ShapeConfiguration> m_shapeConfig;
|
|
PhysX::CharacterController* m_controller = nullptr;
|
|
AzPhysics::SystemEvents::OnPresimulateEvent::Handler m_preSimulateHandler;
|
|
};
|
|
} // namespace PhysX
|