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    Jolt Physics
    
   A multi core friendly Game Physics Engine 
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Base class for character class. More...
#include <CharacterBase.h>
  
Public Types | |
| enum class | EGroundState { OnGround , OnSteepGround , NotSupported , InAir } | 
Public Member Functions | |
| JPH_OVERRIDE_NEW_DELETE | CharacterBase (const CharacterBaseSettings *inSettings, PhysicsSystem *inSystem) | 
| Constructor.  More... | |
| virtual | ~CharacterBase ()=default | 
| Destructor.  More... | |
| void | SetMaxSlopeAngle (float inMaxSlopeAngle) | 
| Set the maximum angle of slope that character can still walk on (radians)  More... | |
| float | GetCosMaxSlopeAngle () const | 
| void | SetUp (Vec3Arg inUp) | 
| Set the up vector for the character.  More... | |
| Vec3 | GetUp () const | 
| bool | IsSlopeTooSteep (Vec3Arg inNormal) const | 
| Check if the normal of the ground surface is too steep to walk on.  More... | |
| const Shape * | GetShape () const | 
| Get the current shape that the character is using.  More... | |
  Public Member Functions inherited from RefTarget< CharacterBase > | |
| 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 Member Functions inherited from NonCopyable | |
| NonCopyable ()=default | |
| NonCopyable (const NonCopyable &)=delete | |
| void | operator= (const NonCopyable &)=delete | 
Static Public Member Functions | |
| static const char * | sToString (EGroundState inState) | 
| Debug function to convert enum values to string.  More... | |
  Static Public Member Functions inherited from RefTarget< CharacterBase > | |
| static int | sInternalGetRefCountOffset () | 
| INTERNAL HELPER FUNCTION USED BY SERIALIZATION.  More... | |
Properties of the ground this character is standing on | |
| PhysicsSystem * | mSystem | 
| RefConst< Shape > | mShape | 
| Vec3 | mUp | 
| Plane | mSupportingVolume | 
| float | mCosMaxSlopeAngle | 
| EGroundState | mGroundState = EGroundState::InAir | 
| BodyID | mGroundBodyID | 
| SubShapeID | mGroundBodySubShapeID | 
| RVec3 | mGroundPosition = RVec3::sZero() | 
| Vec3 | mGroundNormal = Vec3::sZero() | 
| Vec3 | mGroundVelocity = Vec3::sZero() | 
| RefConst< PhysicsMaterial > | mGroundMaterial = PhysicsMaterial::sDefault | 
| uint64 | mGroundUserData = 0 | 
| static constexpr float | cNoMaxSlopeAngle = 0.9999f | 
| EGroundState | GetGroundState () const | 
| Current ground state.  More... | |
| bool | IsSupported () const | 
| Returns true if the player is supported by normal or steep ground.  More... | |
| RVec3 | GetGroundPosition () const | 
| Get the contact point with the ground.  More... | |
| Vec3 | GetGroundNormal () const | 
| Get the contact normal with the ground.  More... | |
| Vec3 | GetGroundVelocity () const | 
| Velocity in world space of ground.  More... | |
| const PhysicsMaterial * | GetGroundMaterial () const | 
| Material that the character is standing on.  More... | |
| BodyID | GetGroundBodyID () const | 
| BodyID of the object the character is standing on. Note may have been removed!  More... | |
| SubShapeID | GetGroundSubShapeID () const | 
| Sub part of the body that we're standing on.  More... | |
| uint64 | GetGroundUserData () const | 
| User data value of the body that we're standing on.  More... | |
| virtual void | SaveState (StateRecorder &inStream) const | 
| virtual void | RestoreState (StateRecorder &inStream) | 
Additional Inherited Members | |
  Protected Attributes inherited from RefTarget< CharacterBase > | |
| atomic< uint32 > | mRefCount | 
| Current reference count.  More... | |
  Static Protected Attributes inherited from RefTarget< CharacterBase > | |
| static constexpr uint32 | cEmbedded | 
| A large value that gets added to the refcount to mark the object as embedded.  More... | |
Base class for character class.
      
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| Enumerator | |
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| OnGround | Character is on the ground and can move freely.  | 
| OnSteepGround | Character is on a slope that is too steep and can't climb up any further. The caller should start applying downward velocity if sliding from the slope is desired.  | 
| NotSupported | Character is touching an object, but is not supported by it and should fall. The GetGroundXXX functions will return information about the touched object.  | 
| InAir | Character is in the air and is not touching anything.  | 
| JPH_NAMESPACE_BEGIN CharacterBase::CharacterBase | ( | const CharacterBaseSettings * | inSettings, | 
| PhysicsSystem * | inSystem | ||
| ) | 
Constructor.
      
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Destructor.
      
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BodyID of the object the character is standing on. Note may have been removed!
      
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Material that the character is standing on.
      
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Get the contact normal with the ground.
      
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Get the contact point with the ground.
      
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Current ground state.
      
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Sub part of the body that we're standing on.
      
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User data value of the body that we're standing on.
      
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Velocity in world space of ground.
      
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Get the current shape that the character is using.
      
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Check if the normal of the ground surface is too steep to walk on.
      
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Returns true if the player is supported by normal or steep ground.
      
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Reimplemented in CharacterVirtual.
      
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Reimplemented in CharacterVirtual.
      
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Set the maximum angle of slope that character can still walk on (radians)
      
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Set the up vector for the character.
      
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Debug function to convert enum values to string.
      
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