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Copy pathCharacterControllerComponent.h
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283 lines (243 loc) · 7 KB
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#pragma once
#include "SceneManager.h"
#include "Entity.h"
#include "Component.h"
#include "../physics/PhysicsCommon.h"
#include "../physics/Physx.h"
#include "../Physics/ICollider.h"
#include "RigidBodyComponent.h"
#include "InputManager.h"
#include <mathematics/vector2.hpp>
#include "Scene.h"
class CharacterControllerComponent : public meta::identity<CharacterControllerComponent, Component>, public ICollider
{
public:
static consteval auto reflect()
{
return meta::schema<Self>(
meta::field<&Self::m_posOffset>,
meta::field<&Self::m_radius>,
meta::field<&Self::m_rotOffset>,
meta::field<&Self::m_height>,
meta::field<&Self::maxSpeed>,
meta::field<&Self::acceleration>,
meta::field<&Self::staticFriction>,
meta::field<&Self::dynamicFriction>,
meta::field<&Self::jumpSpeed>,
meta::field<&Self::gravityWeight>,
meta::field<&Self::m_fBaseSpeed>,
meta::field<&Self::m_fFinalMultiplierSpeed>,
meta::field<&Self::m_rotationSpeed>);
}
public:
CharacterControllerComponent() = default;
void OnInitialized() override
{
auto scene = GetOwner()->m_ownerScene;
if (scene)
{
scene->CollectColliderComponent(this);
}
}
void OnBeginSimulation() override
{
OnStart();
}
void OnUninitializing() override
{
auto scene = GetOwner()->m_ownerScene;
if (scene)
{
scene->UnCollectColliderComponent(this);
}
}
// 韸鸽灆 C3: FixedUpdate/LateUpdate 臧�靸� 鞓る矂霛检澊霌滊ゼ 瓯缝柎雮搓碃
// CharacterControllerSystem(臁半皜 氩№劙, 鞝勳毄 韹�)鞙茧 鞓布雼�. Awake/OnDestroy(鞙�,
// 旖滊澕鞚措崝 霌彪鞖�)電� 鞚� 韸鸽灆 氩旍渼 氚栰澊霛� 攴鸽寑搿� 霊旊嫟. 霌彪/頃挫電� 鞌�
// 韼胳瀰/鞚错儓 頉�(OnAddedToScene/OnRemovingFromScene, DDOL 鞎堨爠 攴缄卑電�
// CharacterControllerSystem.h 欤检劃 彀戈碃)鞙茧 頃滊嫟. 鞎勲灅 OnFixedUpdate/
// OnLateUpdate 氇疙喌鞚� 攴鸽寑搿� 雮波 CharacterControllerSystem鞚� 歆侅爲 攵�毳鸽嫟
// (臧�靸� 鞓る矂霛检澊霌滉皜 鞎勲媹霛� 韽夒矓頃� 氅る矂 頃垬霛� LifecycleRegistry::
// MaskOfType鞚� 鞎旊 甑弲鞙茧 雼れ嫓 鞛§ 鞎婋姅雼�).
void OnAddedToScene() override;
void OnRemovingFromScene() override;
void Move(const math::vector2& moveInput)
{
m_moveInput = moveInput;
}
//==========================
//纠 郴何俊辑 角青 登绰 窃荐甸
void OnStart();
void OnFixedUpdate(float fixedDeltaTime);
void OnLateUpdate(float fixedDeltaTime);
//牧飘费矾 沥焊 馆券
CharacterControllerInfo GetControllerInfo()
{
m_controllerInfo.radius = m_radius;
m_controllerInfo.height = m_height;
return m_controllerInfo;
}
//牧飘费矾 沥焊 汲沥
void SetControllerInfo(const CharacterControllerInfo& info)
{
m_controllerInfo = info;
m_controllerInfo.contactOffset = std::max(m_controllerInfo.contactOffset, 0.0001f);
}
//牧飘费矾 捞悼 沥 焊 馆券
CharacterMovementInfo GetMovementInfo()
{
m_movementInfo.maxSpeed = maxSpeed;
m_movementInfo.acceleration = acceleration;
m_movementInfo.staticFriction = staticFriction;
m_movementInfo.dynamicFriction = dynamicFriction;
m_movementInfo.jumpSpeed = jumpSpeed;
m_movementInfo.gravityWeight = gravityWeight;
return m_movementInfo;
}
//牧飘费矾 捞悼 沥焊 汲沥
void SetMovementInfo(const CharacterMovementInfo& info)
{
m_movementInfo = info;
}
//falling 惑怕牢瘤 眉农
bool IsFalling() const
{
return m_bIsFall;
}
void SetFalling(bool isFall)
{
m_bIsFall = isFall;
}
//offset
math::vector3 GetPositionOffset() override
{
return m_posOffset;
}
void SetPositionOffset(math::vector3 pos) override
{
m_posOffset = pos;
}
math::quaternion GetRotationOffset() override
{
return m_rotOffset;
}
void SetRotationOffset(math::quaternion rotation) override
{
m_rotOffset = rotation;
}
//Id
unsigned int GetControllerID() const
{
return m_controllerID;
}
void SetControllerID(unsigned int id)
{
m_controllerID = id;
}
//捞悼 吝
bool IsOnMove() const
{
return m_bOnMove;
}
void SetOnMove(bool isMove)
{
m_bOnMove = isMove;
}
float GetFinalMultiplierSpeed() const
{
return m_fFinalMultiplierSpeed;
}
void AddFinalMultiplierSpeed(float speed)
{
m_fFinalMultiplierSpeed += speed;
}
float GetBaseSpeed() const
{
return m_fBaseSpeed;
}
void SetBaseSpeed(float speed)
{
m_fBaseSpeed = speed;
}
std::array<bool, 4> GetMoveRestrict() const
{
return m_bMoveRestrict;
}
void SetMoveRestrict(const std::array<bool, 4> & restrict)
{
m_bMoveRestrict = restrict;
}
//collision 墨款飘
unsigned int GetCollisionCount() const
{
return m_collsionCount;
}
//鉴埃捞悼 秦寸 器瘤记 困摹肺 碍力捞悼
void ForcedSetPosition(const math::vector3& pos);
// CCT狼 磊悼 雀傈 扁瓷阑 难芭唱 颤聪促.
void SetAutomaticRotation(bool useAuto);
// 乘归, 措矫 殿 老雀己 碍力 捞悼阑 '夸没'钦聪促.
void TriggerForcedMove(const math::vector3& initialVelocity,
float duration = 0.0f);
// 柳青 吝牢 碍力 捞悼阑 '夸没'窍咯 吝瘤矫诺聪促.
void StopForcedMove();
bool IsInForcedMove() const;
void SetLookDirection(const math::vector3& direction);
void ClearLookDirection();
private:
//collision event
void OnTriggerEnter(ICollider* other) override;
void OnTriggerStay(ICollider* other) override;
void OnTriggerExit(ICollider* other) override;
void OnCollisionEnter(ICollider* other) override;
void OnCollisionStay(ICollider* other) override;
void OnCollisionExit(ICollider* other) override;
public:
math::vector3 m_posOffset{ 0.0f, 0.0f, 0.0f };
float m_radius = 0.55f;
math::quaternion m_rotOffset{ 0.0f, 0.0f, 0.0f, 1.0f };
math::vector2 m_moveInput{ 0.0f, 0.0f };
float m_height = 2.f;
float maxSpeed = 1.025f; //弥措 加档 //&&&&&speed
float acceleration = 1.0f; //啊加档
float staticFriction = 0.4f; //沥利 拱眉 付蔓 拌荐
float dynamicFriction = 0.1f; //悼利 拱眉 付蔓 拌荐
float jumpSpeed = 0.05f; //痢橇 加档
float gravityWeight = 0.2f; //吝仿 啊加档
private:
bool m_bIsFall{ false }; //倡窍吝牢瘤 眉农
bool m_bOnMove{ false }; //捞悼吝牢瘤 眉农
bool m_bHasInput{ false }; //涝仿蔼捞 乐绰瘤 眉农
bool m_useAutomaticRotation{ true }; // 磊悼 雀傈 扁瓷 荤侩 咯何
math::vector3 m_lookDirection;
bool m_hasCustomLookDirection = false;
Transform* m_transform;
//牧飘费矾 沥焊
CharacterControllerInfo m_controllerInfo;
//公宏刚飘 沥焊
CharacterMovementInfo m_movementInfo;
//牧飘费矾 酒捞叼
unsigned int m_controllerID{ 0 };
//collision
unsigned int m_collsionCount{ 0 };
float m_fBaseSpeed{ 0.025f }; //扁夯 加档
float PreSpeed = m_fBaseSpeed;
float m_speed = 0.f; //函秦辑 镜胶乔靛
float m_fBaseAcceleration{ 1.0f }; //扁夯 啊加档
float m_fFinalMultiplierSpeed{ 1.0f }; //弥辆 加档
float JumpPower = 0.f; //痢橇唱 乘归矫 困肺躲塞
math::vector3 preRotation;
float m_rotationSpeed{ 0.1f }; //雀傈 加档
//捞悼 力茄
std::array<bool, 4> m_bMoveRestrict;
EColliderType m_type{ EColliderType::COLLISION };
// ICollider阑(甫) 烹秦 惑加凳
void SetColliderType(EColliderType type) override
{
m_type = type;
}
EColliderType GetColliderType() const override
{
return m_type;
}
};