Photon Quantum 2.1.1

Public Member Functions | Static Public Member Functions | Properties | List of all members
Quantum.CharacterController3D Struct Reference

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Inherits Quantum.IComponent.

Public Member Functions

int AddBroadPhaseQuery (FrameBase frame, EntityRef entity, int? layerMask=null)
 Adds a Broad-phase query to the 3D Physics scene, according to the KCC config settings, and store the query index in BroadPhaseQueryIndex. This index will be used on the next time Move or ComputeRawMovement is called, to retrieve the resolved query results and perform the KCC logic. More...
 
void Init (FrameBase frame, CharacterController3DConfig config=null)
 Initializes the 3D character controller component. More...
 
void Jump (FrameBase frame, bool ignoreGrounded=false, FP? impulse=null)
 Applies a vertical impulse to the KCC velocity. More...
 
void Move (FrameBase frame, EntityRef entity, FPVector3 direction, IKCCCallbacks3D callback=null, int? layerMask=null, Boolean? useManifoldNormal=null, FP? deltaTime=null)
 Queries the 3D physics scene with CharacterController3D.ComputeRawMovement(FrameBase, EntityRef, Transform3D*, CharacterController3D*, FPVector3, IKCCCallbacks3D, int?, bool?), computes a default steering in the desired direction and moves the entity . More...
 
void SetConfig (FrameBase frame, CharacterController3DConfig config=null)
 Sets or changes this KCC's config. More...
 

Static Public Member Functions

static CharacterController3DMovement ComputeRawMovement (FrameBase frame, EntityRef entity, Transform3D *transform, CharacterController3D *kcc, FPVector3 direction, IKCCCallbacks3D callback=null, int? layerMask=null, bool? useManifoldNormal=null)
 Queries the 3D physics scene in the transform position, using the kcc config, and computes movement data. The movement data can be used to apply a custom steering to the character based on its surrounding environment. For using the default steering, use Move(FrameBase, EntityRef, FPVector3, IKCCCallbacks3D, int?, bool?, FP?). More...
 

Properties

int? BroadPhaseQueryIndex [get, set]
 The index of the Broad-Phase Query added by calling AddBroadPhaseQuery, -1 if no query has been added. This index will be used on the next time Move or ComputeRawMovement is called, to retrieve the resolved query results, and is automatically reset when that happens. Set this value to -1 in order to not use the BP Query result in the KCC movement. In this case a regular query will be performed, as by default. More...
 
Boolean? Jumped [get, set]
 If the character jumped this frame. See Jump(FrameBase, bool, FP?). More...
 

Detailed Description

Member Function Documentation

◆ Init()

void Quantum.CharacterController3D.Init ( FrameBase  frame,
CharacterController3DConfig  config = null 
)
inline

Initializes the 3D character controller component.

Use SetConfig instead in order to set or change the KCC config without resetting other fields. This method is not thread-safe: use the thread-safe overload if calling from a multi-threaded context.

Parameters
frameThe current Frame.
configThe KCC CharacterController3DConfig asset. If none is provided, the default config asset is used.

◆ SetConfig()

void Quantum.CharacterController3D.SetConfig ( FrameBase  frame,
CharacterController3DConfig  config = null 
)
inline

Sets or changes this KCC's config.

This method does not reset other values like Grounded and Velocity: use Init for that. This method is not thread-safe: use the thread-safe overload if calling from a threaded context.

Parameters
frameThe current Frame.
configThe KCC CharacterController3DConfig asset. If none is provided, the default config asset is used.

◆ Jump()

void Quantum.CharacterController3D.Jump ( FrameBase  frame,
bool  ignoreGrounded = false,
FP impulse = null 
)
inline

Applies a vertical impulse to the KCC velocity.

This method is not thread-safe. Use the thread-safe overload if calling from a threaded context.

No steering is performed at this stage. To actually move the character, use Move(FrameBase, EntityRef, FPVector3, IKCCCallbacks3D, int?, bool?, FP?).

Parameters
frameThe frame object.
ignoreGroundedIf the Grounded state of the KCC should be ignored.
impulseThe amount of impulse applied to the KCC. If none is provided, the CharacterController3DConfig.BaseJumpImpulse of the KCC config is used.

◆ AddBroadPhaseQuery()

int Quantum.CharacterController3D.AddBroadPhaseQuery ( FrameBase  frame,
EntityRef  entity,
int?  layerMask = null 
)
inline

Adds a Broad-phase query to the 3D Physics scene, according to the KCC config settings, and store the query index in BroadPhaseQueryIndex. This index will be used on the next time Move or ComputeRawMovement is called, to retrieve the resolved query results and perform the KCC logic.

The added BP-Query must be retrieve on the same frame. To cancel the addition of a BP-Query and perform a regular one when moving the KCC, set BroadPhaseQueryIndex to -1.

Parameters
frameThe current frame object.
entityThe entity that represents the character. It must have a Transform3D component, which will be used to compute the query position.
layerMaskA mask that specifies which layers should be considered by the query. If null (default), the layer maks defined in the KCC config will be used.
Returns
The index of the added query.

◆ Move()

void Quantum.CharacterController3D.Move ( FrameBase  frame,
EntityRef  entity,
FPVector3  direction,
IKCCCallbacks3D  callback = null,
int?  layerMask = null,
Boolean?  useManifoldNormal = null,
FP deltaTime = null 
)
inline

Queries the 3D physics scene with CharacterController3D.ComputeRawMovement(FrameBase, EntityRef, Transform3D*, CharacterController3D*, FPVector3, IKCCCallbacks3D, int?, bool?), computes a default steering in the desired direction and moves the entity .

This method is not thread-safe. Use the thread-safe overload if calling from a threaded context.

The entity must have a Transform3D component.

Parameters
frameThe frame in which the entity is being moved.
entityThe entity that represents the character. Any collider attached by this entity is ignored in the raw movement computation.
directionThe intended movement direction.
callbackAn object that can receive the KCC callbacks. If calling from a system that implements the interface, you can use the "this" keyword.
layerMaskA mask that specifies which layers will be checked against in the raw movement computation. If null is passed, the layer maks defined in the KCC config will be used. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
useManifoldNormalIf the hit manifold normal should be used when computing the raw movement. If false, the normal is computed from the query position and the contact point. If no value is provided, the CharacterController3DConfig.UseManifoldNormal of the KCC config is used.
deltaTimeThe delta timed used to integrate the kcc velocity. If no value is provided, the frame delta time is used.

◆ ComputeRawMovement()

static CharacterController3DMovement Quantum.CharacterController3D.ComputeRawMovement ( FrameBase  frame,
EntityRef  entity,
Transform3D transform,
CharacterController3D kcc,
FPVector3  direction,
IKCCCallbacks3D  callback = null,
int?  layerMask = null,
bool?  useManifoldNormal = null 
)
inlinestatic

Queries the 3D physics scene in the transform position, using the kcc config, and computes movement data. The movement data can be used to apply a custom steering to the character based on its surrounding environment. For using the default steering, use Move(FrameBase, EntityRef, FPVector3, IKCCCallbacks3D, int?, bool?, FP?).

Parameters
frameThe frame in which the physics scene is being queried.
entityThe entity that represents the character. Any collider attached by this entity is ignored in the raw movement computation.
transformA pointer to a Transform3D component that has the position where the scene will be queried at, usually being the entity transform.
kccA pointer to a CharacterController3D component that has the config used by the query, usually being the entity kcc component.
directionThe intended movement direction.
callbackAn object that can receive the KCC callbacks.

If calling from a system that implements the interface, you can use the "this" keyword.

Parameters
layerMaskA mask that specifies which layers will be checked against in the raw movement computation. If null is passed, the layer maks defined in the KCC config will be used. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
useManifoldNormalIf the hit manifold normal should be used when computing the raw movement. If false, the normal is computed from the query position and the contact point. If no value is provided, the CharacterController3DConfig.UseManifoldNormal of the KCC config is used.
Returns
A CharacterController3DMovement struct with raw movement data that can be used to compute a custom steering.

Property Documentation

◆ Jumped

Boolean? Quantum.CharacterController3D.Jumped
getset

If the character jumped this frame. See Jump(FrameBase, bool, FP?).

This state is consumed in the default steering method Move(FrameBase, EntityRef, FPVector3, IKCCCallbacks3D, int?, bool?, FP?).

◆ BroadPhaseQueryIndex

int? Quantum.CharacterController3D.BroadPhaseQueryIndex
getset

The index of the Broad-Phase Query added by calling AddBroadPhaseQuery, -1 if no query has been added. This index will be used on the next time Move or ComputeRawMovement is called, to retrieve the resolved query results, and is automatically reset when that happens. Set this value to -1 in order to not use the BP Query result in the KCC movement. In this case a regular query will be performed, as by default.