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Nebula
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#include <charactercontext.h>
Static Public Member Functions | |
| static CharacterId | CreateCharacter (Math::vec3 const &position, CharacterCreateInfo const &info, IndexT scene=0) |
| static void | DestroyCharacter (CharacterId characterId) |
| static Character & | GetCharacter (CharacterId id) |
| static void | SetCharacterBoxSize (CharacterId characterId, Math::vec3 const &halfExtents) |
| Sets the characters half extents. Character needs to be of box type. | |
| static void | SetCharacterHeight (CharacterId characterId, float newHeight) |
| Sets the characters height, and adjusts the position so that it doesn't "pop" into the air. | |
| static void | SetCharacterPosition (CharacterId characterId, Math::vec3 const &newPosition) |
| Immediately changes the character world position without doing any collision checks. | |
| static Math::vec3 | GetCharacterCenterPosition (CharacterId characterId) |
| Get the character center point. | |
| static Math::vec3 | GetCharacterFootPosition (CharacterId characterId) |
| Get the position of the lowest point of the characters collider in worldspace. | |
| static CharacterCollision | MoveCharacter (CharacterId characterId, Math::vector const &displacement, float minDist, float timeSinceLastMove) |
| Displace a character, and check/resolve collisions along the way. | |
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Get the character center point.
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Get the position of the lowest point of the characters collider in worldspace.
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Displace a character, and check/resolve collisions along the way.
| minDist | The minimum travelled distance to consider. If travelled distance is smaller, the character doesn’t move. |
| timeSinceLastMove | is the amount of time that passed since the last call to the move function. |
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Sets the characters half extents. Character needs to be of box type.
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Sets the characters height, and adjusts the position so that it doesn't "pop" into the air.
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Immediately changes the character world position without doing any collision checks.