Torque3D Documentation / _generateds / PlayerControllerComponent

PlayerControllerComponent

Engine/source/T3D/components/physics/playerControllerComponent.h

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Classes:

Private Types

enum
MaskBits {
  VelocityMask = Parent::NextFreeMask << 0
  PositionMask = Parent::NextFreeMask << 1
  NextFreeMask = Parent::NextFreeMask << 2
}
Parent 

Private Attributes

Protected Attributes

Maximum angle from vertical in degrees we consider having real 'contact'.

Downward speed at which we consider the player falling.

Max speed attainable in the horizontal.

Factor of resistance once horizResistSpeed has been reached.

Speed at which resistance will take place.

Maximum height the player can step up.

Ticks since last contact.

bool
bool

Normal of the surface the player last jumped on.

Maximum angle from vertical in degrees the player can run up.

bool
bool

Max vertical speed attainable.

Factor of resistance once upResistSpeed has been reached.

Speed at which resistance will take place.

Public Attributes

Public Functions

findContact(bool * run, bool * jump, VectorF * contactNormal)
bool
bool

Called when the object is added to the sim.

Called when the object is removed from the sim.

packUpdate(NetConnection * conn, U32 mask, BitStream * stream)

Instructs this object to pack its state for transfer over the network.

Instructs this object to read state data previously packed with packUpdate.

Public Static Functions

Detailed Description

Private Types

MaskBits

Enumerator

VelocityMask = Parent::NextFreeMask << 0
PositionMask = Parent::NextFreeMask << 1
NextFreeMask = Parent::NextFreeMask << 2
typedef Component Parent 

Private Attributes

struct PlayerControllerComponent::ContactInfo mContactInfo 
StateDelta mDelta 
CollisionInterface * mOwnerCollisionInterface 
PhysicsPlayer * mPhysicsRep 
PhysicsWorld * mPhysicsWorld 

Protected Attributes

F32 airControl 
F32 contactSurfaceAngle 

Maximum angle from vertical in degrees we consider having real 'contact'.

F32 fallingSpeedThreshold 

Downward speed at which we consider the player falling.

F32 horizMaxAccel 
F32 horizMaxSpeed 

Max speed attainable in the horizontal.

F32 horizResistFactor 

Factor of resistance once horizResistSpeed has been reached.

F32 horizResistSpeed 

Speed at which resistance will take place.

F32 maxStepHeight 

Maximum height the player can step up.

F32 mBuoyancy 
S32 mContactTimer 

Ticks since last contact.

F32 mDrag 
F32 mElasticity 
bool mFalling 
F32 mFriction 
Point3F mInputVelocity 
U32 mIntegrationCount 
bool mInWater 
Point3F mJumpSurfaceNormal 

Normal of the surface the player last jumped on.

F32 mMaxVelocity 
F32 moveSurfaceAngle 

Maximum angle from vertical in degrees the player can run up.

bool mSticky 
bool mSwimming 
bool mUseDirectMoveInput 
F32 upMaxAccel 
F32 upMaxSpeed 

Max vertical speed attainable.

F32 upResistFactor 

Factor of resistance once upResistSpeed has been reached.

F32 upResistSpeed 

Speed at which resistance will take place.

Public Attributes

Signal< void(SceneObject *) > onContactSignal 

Public Functions

PlayerControllerComponent()

~PlayerControllerComponent()

applyImpulse(const Point3F & pos, const VectorF & vec)

componentAddedToOwner(Component * comp)

Reimplemented from: Component

componentRemovedFromOwner(Component * comp)

Reimplemented from: Component

DECLARE_CALLBACK(void , updateMove , (PlayerControllerComponent *obj) )

DECLARE_CONOBJECT(PlayerControllerComponent )

findContact(bool * run, bool * jump, VectorF * contactNormal)

getContactNormal()

getContactObject()

getVelocity()

interpolateTick(F32 dt)

Reimplemented from: Component

isContacted()

onAdd()

Reimplemented from: Component

onComponentAdd()

Reimplemented from: Component

onRemove()

Reimplemented from: Component

ownerTransformSet(MatrixF * mat)

Reimplemented from: Component

packUpdate(NetConnection * conn, U32 mask, BitStream * stream)

Reimplemented from: Component

processTick()

Reimplemented from: Component

setTransform(const MatrixF & mat)

setVelocity(const VectorF & vel)

unpackUpdate(NetConnection * conn, BitStream * stream)

Reimplemented from: Component

updateMove()

updatePhysics(PhysicsCollision * collision)

updatePos(const F32 dt)

Public Static Functions

initPersistFields()