Lysa Nodes  0.0
Lysa Nodes — Scene Graph for the Lysa Engine
Character Class Reference

Detailed Description

A 3D physics body specialized for characters moved by code

+ Inheritance diagram for Character:

Public Member Functions

 Character (float height, float radius, collision_layer layer, const std::string &name=TypeNames[CHARACTER])
 
void setShape (float height, float radius)
 
bool isOnGround () const
 
bool isGround (const CollisionObject &object) const
 
float3 getGroundVelocity () const
 
NodegetGround () const
 
const auto & getUp () const
 
void setUp (const float3 &vector)
 
std::list< Collision > getCollisions () const
 
void setVelocity (const float3 &velocity)
 
void setMaxSlopeAngle (float angle)
 
float getHeight () const
 
float getRadius () const
 
void setCollisionLayer (collision_layer layer) override
 
float3 getVelocity () const
 
 ~Character () override = default
 
- Public Member Functions inherited from CollisionObject
 CollisionObject (const CollisionObject &)
 
 ~CollisionObject () override
 
void setProperty (const std::string &property, const std::string &value) override
 
void setVisible (bool visible=true) override
 
void scale (float scale) override
 
void updateGlobalTransform () override
 
bool isVisible () const override
 
bool isProcessed () const override
 
- Public Member Functions inherited from Node
 Node (const Node &node)
 
 Node (const std::string &name=TypeNames[NODE], Type type=NODE)
 
virtual ~Node () = default
 
auto getId () const
 
virtual void onReady ()
 
virtual void onEnterScene ()
 
virtual void onExitScene ()
 
virtual void onProcess (const float alpha)
 
virtual void onPhysicsProcess (const float delta)
 
virtual bool onInput (const InputEvent &inputEvent)
 
const float4x4 & getTransform () const
 
void setTransform (const float4x4 &transform)
 
const float4x4 & getTransformGlobal () const
 
virtual void setPosition (const float3 &position)
 
virtual void setPosition (const float x, const float y, const float z)
 
float3 getPosition () const
 
void translate (const float3 &localOffset)
 
void translate (const float x, const float y, const float z)
 
virtual void setPositionGlobal (const float3 &position)
 
virtual void setPositionGlobal (const float x, const float y, const float z)
 
float3 getPositionGlobal () const
 
void rotate (const quaternion &quaternion)
 
void rotateX (float angle)
 
void rotateY (float angle)
 
void rotateZ (float angle)
 
void rotateGlobalX (float angle)
 
void rotateGlobalY (float angle)
 
void rotateGlobalZ (float angle)
 
quaternion getRotation () const
 
quaternion getRotationGlobal () const
 
float3 getRotationEulerAngles () const
 
float3 getRotationEulerAnglesGlobal () const
 
virtual void scale (float scale)
 
void setScale (const float3 &scale)
 
void setRotation (const quaternion &quat)
 
void setRotationGlobal (const quaternion &quat)
 
void setRotation (const float3 &rot)
 
void setRotationX (float angle)
 
void setRotationY (float angle)
 
void setRotationZ (float angle)
 
float getRotationX () const
 
float getRotationY () const
 
float getRotationZ () const
 
float getRotationGlobalX () const
 
float getRotationGlobalY () const
 
float getRotationGlobalZ () const
 
void setRotationGlobalX (float angle)
 
void setRotationGlobalY (float angle)
 
void setRotationGlobalZ (float angle)
 
float3 getScale () const
 
float3 getScaleGlobal () const
 
template<typename T = Node>
const std::shared_ptr< T > & addChild (const std::shared_ptr< T > &child, bool async=false)
 
template<typename T = Node>
bool removeChild (const std::shared_ptr< T > &child)
 
void removeAllChildren (bool async=false)
 
void lookAt (const float3 &target)
 
template<typename T = Node>
std::list< std::shared_ptr< T > > findAllChildrenByGroup (const std::string &groupName, const bool recursive=true) const
 
const std::list< std::string > & getGroups () const
 
void addToGroup (const std::string &group)
 
void removeFromGroup (const std::string &group)
 
virtual bool isVisible () const
 
virtual void setVisible (bool visible=true)
 
bool isInGroup (const std::string &group) const
 
void setProcessMode (const ProcessMode mode)
 
bool isProcessed () const
 
auto getType () const
 
std::string getPath () const
 
virtual void setProperty (const std::string &property, const std::string &value)
 
void printTree (int tab=0) const
 
std::shared_ptr< Node > duplicate (bool recursiveFilter=false) const
 
float3 toGlobal (const float3 &local) const
 
float3 toLocal (const float3 &global) const
 
float3 getRightVector () const
 
float3 getLeftVector () const
 
float3 getFrontVector () const
 
float3 getBackVector () const
 
float3 getUpVector () const
 
float3 getDownVector () const
 
template<typename T >
bool haveChild (const std::shared_ptr< T > &child, const bool recursive=true) const
 
template<typename T = Node>
std::shared_ptr< T > getChild (const std::string &name) const
 
template<typename T = Node>
std::shared_ptr< T > getChildByPath (const std::string &path) const
 
template<typename T = Node>
std::string getRelativePath (const std::shared_ptr< T > &root) const
 
template<typename T = Node>
std::shared_ptr< T > findFirstChild (const std::string &name) const
 
template<typename T >
std::shared_ptr< T > findFirstChild (const bool recursive=true) const
 
template<typename T >
std::list< std::shared_ptr< T > > findAllChildren (const bool recursive=true) const
 
template<typename T = Node>
std::list< std::shared_ptr< T > > findAllChildren (const std::string &name, const bool recursive=true) const
 
const std::list< std::shared_ptr< Node > > & getChildren ()
 
const std::list< std::shared_ptr< Node > > & getChildren () const
 
void setName (const std::string &nodeName)
 
template<typename T = Node>
std::shared_ptr< T > getSharedPtr ()
 
const std::string & getName () const
 
template<typename T = Scene>
T * getScene () const
 
const auto & getParent () const
 
bool haveParent () const
 
virtual std::shared_ptr< Node > copy () const
 
void setLuaThis () override
 

Protected Member Functions

void setPositionAndRotation (const float3 &position, const quaternion &rotation) override
 
- Protected Member Functions inherited from CollisionObject
 CollisionObject (const std::shared_ptr< CollisionShape > &shape, collision_layer layer, const std::string &name=TypeNames[COLLISION_OBJECT], Type type=COLLISION_OBJECT)
 
 CollisionObject (collision_layer layer, const std::string &name=TypeNames[COLLISION_OBJECT], Type type=COLLISION_OBJECT)
 
- Protected Member Functions inherited from Node
virtual void updateGlobalTransform ()
 

Protected Attributes

float height
 
float radius
 
float3 upVector {AXIS_UP}
 
float yDelta {0}
 
- Protected Attributes inherited from Node
float4x4 localTransform {}
 
float4x4 globalTransform {}
 
Scene * scene {nullptr}
 

Additional Inherited Members

- Public Types inherited from Node
enum  Type {
  ANIMATION_PLAYER, CAMERA, CHARACTER, COLLISION_AREA,
  COLLISION_OBJECT, DIRECTIONAL_LIGHT, ENVIRONMENT, KINEMATIC_BODY,
  LIGHT, MESH_INSTANCE, NODE, OMNI_LIGHT,
  PHYSICS_BODY, RAYCAST, RIGID_BODY, SKYBOX,
  SPOT_LIGHT, STATIC_BODY, VIEWPORT
}
 Node type. More...
 
- Static Public Member Functions inherited from Node
static std::string sanitizeName (const std::string &name)
 
- Static Public Attributes inherited from Node
static constexpr auto TypeNames
 Display names for each node Type value, indexed by the Type enum. More...
 

Constructor & Destructor Documentation

Character ( float  height,
float  radius,
collision_layer  layer,
const std::string &  name = TypeNames[CHARACTER] 
)
explicit

Creates a Character with a given collision shape, belonging to the layer layers and detecting collisions with bodies having a layer in the mask value.

Parameters
heightHeight of the collision shape capsule shape
radiusRadius of the collision shape capsule
layerCollision layer
nameName of the node
~Character ( )
overridedefault

Member Function Documentation

std::list<Collision> getCollisions ( ) const

Returns the list of the currently colliding bodies

Node* getGround ( ) const

Returns the ground node, if any

float3 getGroundVelocity ( ) const

Returns the velocity in the world space of the ground.

float getHeight ( ) const
inline

Returns the height of the capsule collision shape

float getRadius ( ) const
inline

Returns the radius of the capsule collision shape

const auto& getUp ( ) const
inline

Returns the UP axis for this Character

float3 getVelocity ( ) const

Returns the linear velocity of the character

bool isGround ( const CollisionObject object) const

Returns true if object is the ground

bool isOnGround ( ) const

Returns true if the Character is on a ground

void setCollisionLayer ( collision_layer  layer)
override

Sets the current collision layer

void setMaxSlopeAngle ( float  angle)

Set the maximum angle of slope that character can still walk on (degrres)

void setPositionAndRotation ( const float3 &  position,
const quaternion &  rotation 
)
overrideprotected
void setShape ( float  height,
float  radius 
)

Sets a new capsule shape, recreates the virtualCharacter in the physic system

void setUp ( const float3 &  vector)

Sets the UP axis for this Character

void setVelocity ( const float3 &  velocity)

Moves the virtualCharacter using this velocity

Member Data Documentation

float height
protected
float radius
protected
float3 upVector {AXIS_UP}
protected
float yDelta {0}
protected