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.
o3de/Gems/PhysX/Code/Source/PhysXCharacters/Components/CharacterGameplayComponent.h

88 lines
4.0 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/Component/Component.h>
#include <PhysXCharacters/Components/CharacterControllerComponent.h>
#include <PhysX/CharacterGameplayBus.h>
namespace PhysX
{
//! Configuration for storing character gameplay settings.
class CharacterGameplayConfiguration
{
public:
AZ_CLASS_ALLOCATOR(CharacterGameplayConfiguration, AZ::SystemAllocator, 0);
AZ_TYPE_INFO(CharacterGameplayConfiguration, "{A9E559C7-9436-462A-8A5D-304ACFFC7F90}");
static void Reflect(AZ::ReflectContext* context);
float m_gravityMultiplier = 1.0f; //!< Multiplier to be combined with world gravity setting when applying gravity to character.
};
//! Character Gameplay Component.
//! Gameplay behavior is likely to be highly game dependent. This component is provided as an example to work
//! alongside the PhysX Character Controller Component to give more intuitive behavior out of the box, but keep
//! things separate to make it easier for users to modify or replace the game specific logic.
//! For example, the Character Gameplay Component demonstrates one approach to allow the character to be affected
//! by gravity, which is not intrinsic behavior since the PhysX character controller is kinematic rather than
//! dynamic.
class CharacterGameplayComponent
: public AZ::Component
, public CharacterGameplayRequestBus::Handler
{
public:
AZ_COMPONENT(CharacterGameplayComponent, "{7F17120F-B9E7-4E50-AC6B-C84491DC7508}");
static void Reflect(AZ::ReflectContext* context);
CharacterGameplayComponent() = default;
CharacterGameplayComponent(const CharacterGameplayConfiguration& config);
~CharacterGameplayComponent() = default;
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided);
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible);
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required);
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent);
// CharacterGameplayRequestBus
bool IsOnGround() const override;
float GetGravityMultiplier() const override;
void SetGravityMultiplier(float gravityMultiplier) override;
AZ::Vector3 GetFallingVelocity() const override;
void SetFallingVelocity(const AZ::Vector3& fallingVelocity) override;
protected:
// AZ::Component
void Init() override;
void Activate() override;
void Deactivate() override;
private:
void OnPreSimulate(float deltaTime);
void OnGravityChanged(const AZ::Vector3& gravity);
void ApplyGravity(float deltaTime);
float m_gravityMultiplier = 1.0f;
AZ::Vector3 m_gravity = AZ::Vector3::CreateZero();
AZ::Vector3 m_fallingVelocity = AZ::Vector3::CreateZero();
AzPhysics::SystemEvents::OnPresimulateEvent::Handler m_preSimulateHandler;
AzPhysics::SceneEvents::OnSceneGravityChangedEvent::Handler m_onGravityChangedHandler;
};
//! Example implementation of controller-controller filtering callback.
//! This example causes controllers to impede each other's movement based on their collision filters.
bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB);
//! Example implementation of controller-object filtering callback.
//! This example causes static and kinematic bodies to impede the character based on collision layers.
physx::PxQueryHitType::Enum CollisionLayerBasedObjectPreFilter(const physx::PxFilterData& filterData,
const physx::PxShape* shape, const physx::PxRigidActor* actor, [[maybe_unused]] physx::PxHitFlags& queryFlags);
} // namespace PhysX