Jolt Physics
A multi core friendly Game Physics Engine
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Base class for configuration of a character. More...
#include <CharacterBase.h>
Public Member Functions | |
JPH_OVERRIDE_NEW_DELETE | CharacterBaseSettings ()=default |
Constructor. More... | |
CharacterBaseSettings (const CharacterBaseSettings &inSettings)=default | |
CharacterBaseSettings & | operator= (const CharacterBaseSettings &inSettings)=default |
virtual | ~CharacterBaseSettings ()=default |
Virtual destructor. More... | |
Public Member Functions inherited from RefTarget< CharacterBaseSettings > | |
RefTarget ()=default | |
Constructor. More... | |
RefTarget (const RefTarget &) | |
~RefTarget () | |
assert no one is referencing us More... | |
void | SetEmbedded () const |
RefTarget & | operator= (const RefTarget &) |
Assignment operator. More... | |
uint32 | GetRefCount () const |
Get current refcount of this object. More... | |
void | AddRef () const |
Add or release a reference to this object. More... | |
void | Release () const |
Public Attributes | |
Vec3 | mUp = Vec3::sAxisY() |
Vector indicating the up direction of the character. More... | |
Plane | mSupportingVolume { Vec3::sAxisY(), -1.0e10f } |
float | mMaxSlopeAngle = DegreesToRadians(50.0f) |
Maximum angle of slope that character can still walk on (radians). More... | |
bool | mEnhancedInternalEdgeRemoval = false |
Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges. More... | |
RefConst< Shape > | mShape |
Additional Inherited Members | |
Static Public Member Functions inherited from RefTarget< CharacterBaseSettings > | |
static int | sInternalGetRefCountOffset () |
INTERNAL HELPER FUNCTION USED BY SERIALIZATION. More... | |
Protected Attributes inherited from RefTarget< CharacterBaseSettings > | |
atomic< uint32 > | mRefCount |
Current reference count. More... | |
Static Protected Attributes inherited from RefTarget< CharacterBaseSettings > | |
static constexpr uint32 | cEmbedded |
A large value that gets added to the refcount to mark the object as embedded. More... | |
Base class for configuration of a character.
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default |
Constructor.
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default |
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virtualdefault |
Virtual destructor.
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default |
bool CharacterBaseSettings::mEnhancedInternalEdgeRemoval = false |
Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges.
float CharacterBaseSettings::mMaxSlopeAngle = DegreesToRadians(50.0f) |
Maximum angle of slope that character can still walk on (radians).
Initial shape that represents the character's volume. Usually this is a capsule, make sure the shape is made so that the bottom of the shape is at (0, 0, 0).
Plane CharacterBaseSettings::mSupportingVolume { Vec3::sAxisY(), -1.0e10f } |
Plane, defined in local space relative to the character. Every contact behind this plane can support the character, every contact in front of this plane is treated as only colliding with the player. Default: Accept any contact.
Vec3 CharacterBaseSettings::mUp = Vec3::sAxisY() |
Vector indicating the up direction of the character.