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