示例#1
0
    /// <summary>
    /// Handles horizontal movement on the XZ plane.
    /// </summary>
    /// <param name="horizontalVelocity"></param>
    /// <param name="entity"></param>
    /// <param name="currPos"></param>
    /// <param name="currRot"></param>
    /// <param name="controller"></param>
    /// <param name="collider"></param>
    /// <param name="collisionWorld"></param>
    private void HandleHorizontalMovement(
        ref float3 horizontalVelocity,
        ref Entity entity,
        ref float3 currPos,
        ref quaternion currRot,
        ref CharacterControllerData controller,
        ref PhysicsCollider collider,
        ref CollisionWorld collisionWorld)
    {
        if (MathUtils.IsZero(horizontalVelocity))
        {
            return;
        }

        float3 targetPos = currPos + horizontalVelocity;

        NativeList <ColliderCastHit> horizontalCollisions = PhysicsUtils.ColliderCastAll(collider, currPos, targetPos, ref collisionWorld, entity, Allocator.Temp);

        PhysicsUtils.TrimByFilter(ref horizontalCollisions, ColliderData, PhysicsCollisionFilters.DynamicWithPhysical);

        if (horizontalCollisions.Length > 0)
        {
            // We either have to step or slide as something is in our way.
            float3 step = new float3(0.0f, controller.maxStep, 0.0f);
            PhysicsUtils.ColliderCast(out ColliderCastHit nearestStepHit, collider, targetPos + step, targetPos, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, null, ColliderData, Allocator.Temp);

            if (!MathUtils.IsZero(nearestStepHit.Fraction))
            {
                // We can step up.
                targetPos         += (step * (1.0f - nearestStepHit.Fraction));
                horizontalVelocity = targetPos - currPos;
            }
            else
            {
                // We can not step up, so slide.
                NativeList <DistanceHit> horizontalDistances = PhysicsUtils.ColliderDistanceAll(collider, 1.0f, new RigidTransform()
                {
                    pos = currPos + horizontalVelocity, rot = currRot
                }, ref collisionWorld, entity, Allocator.Temp);
                PhysicsUtils.TrimByFilter(ref horizontalDistances, ColliderData, PhysicsCollisionFilters.DynamicWithPhysical);

                for (int i = 0; i < horizontalDistances.Length; ++i)
                {
                    if (horizontalDistances[i].Distance >= 0.0f)
                    {
                        continue;
                    }

                    horizontalVelocity += (horizontalDistances[i].SurfaceNormal * -horizontalDistances[i].Distance);
                }

                horizontalDistances.Dispose();
            }
        }

        horizontalCollisions.Dispose();
    }
示例#2
0
    /// <summary>
    /// Handles vertical movement from gravity and jumping.
    /// </summary>
    /// <param name="entity"></param>
    /// <param name="currPos"></param>
    /// <param name="currRot"></param>
    /// <param name="controller"></param>
    /// <param name="collider"></param>
    /// <param name="collisionWorld"></param>
    private void HandleVerticalMovement(
        ref float3 verticalVelocity,
        ref Entity entity,
        ref float3 currPos,
        ref quaternion currRot,
        ref CharacterControllerData controller,
        ref PhysicsCollider collider,
        ref CollisionWorld collisionWorld, float DeltaTime)
    {
        controller.verticalVelocity = verticalVelocity;

        if (MathUtils.IsZero(verticalVelocity))
        {
            return;
        }

        verticalVelocity *= DeltaTime;

        NativeList <ColliderCastHit> verticalCollisions = PhysicsUtils.ColliderCastAll(collider, currPos, currPos + verticalVelocity, ref collisionWorld, entity, Allocator.Temp);

        PhysicsUtils.TrimByFilter(ref verticalCollisions, ColliderData, PhysicsCollisionFilters.DynamicWithPhysical);

        if (verticalCollisions.Length > 0)
        {
            RigidTransform transform = new RigidTransform()
            {
                pos = currPos + verticalVelocity,
                rot = currRot
            };

            if (PhysicsUtils.ColliderDistance(out DistanceHit verticalPenetration, collider, 1.0f, transform, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, null, ColliderData, Allocator.Temp))
            {
                if (verticalPenetration.Distance < -0.01f)
                {
                    verticalVelocity += (verticalPenetration.SurfaceNormal * verticalPenetration.Distance);

                    if (PhysicsUtils.ColliderCast(out ColliderCastHit adjustedHit, collider, currPos, currPos + verticalVelocity, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, null, ColliderData, Allocator.Temp))
                    {
                        verticalVelocity *= adjustedHit.Fraction;
                    }
                }
            }
        }

        verticalVelocity = MathUtils.ZeroOut(verticalVelocity, 0.0001f);
        verticalCollisions.Dispose();
    }
示例#3
0
    /// <summary>
    /// Performs a collision correction at the specified position.
    /// </summary>
    /// <param name="entity"></param>
    /// <param name="currPos"></param>
    /// <param name="currRot"></param>
    /// <param name="controller"></param>
    /// <param name="collider"></param>
    /// <param name="collisionWorld"></param>
    private void CorrectForCollision(ref Entity entity, ref float3 currPos, ref quaternion currRot, ref CharacterControllerData controller, ref PhysicsCollider collider, ref CollisionWorld collisionWorld)
    {
        RigidTransform transform = new RigidTransform()
        {
            pos = currPos,
            rot = currRot
        };

        // Use a subset sphere within our collider to test against.
        // We do not use the collider itself as some intersection (such as on ramps) is ok.

        var offset         = -math.normalize(controller.gravity) * 0.1f;
        var sampleCollider = new PhysicsCollider()
        {
            Value = SphereCollider.Create(new SphereGeometry()
            {
                Center = currPos + offset,
                Radius = 0.1f
            })
        };

        if (PhysicsUtils.ColliderDistance(out DistanceHit smallestHit, sampleCollider, 0.1f, transform, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, null, ColliderData, Allocator.Temp))
        {
            if (smallestHit.Distance < 0.0f)
            {
                currPos += math.abs(smallestHit.Distance) * smallestHit.SurfaceNormal;
            }
        }
    }
示例#4
0
    /// <summary>
    /// Determines if the character is resting on a surface.
    /// </summary>
    /// <param name="entity"></param>
    /// <param name="currPos"></param>
    /// <param name="epsilon"></param>
    /// <param name="collider"></param>
    /// <param name="collisionWorld"></param>
    /// <returns></returns>
    private unsafe static void DetermineIfGrounded(Entity entity, ref float3 currPos, ref float3 epsilon, ref CharacterControllerData controller, ref PhysicsCollider collider, ref CollisionWorld collisionWorld)
    {
        var   aabb = collider.ColliderPtr->CalculateAabb();
        float mod  = 0.15f;

        float3 samplePos = currPos + new float3(0.0f, aabb.Min.y, 0.0f);
        float3 gravity   = math.normalize(controller.gravity);
        float3 offset    = (gravity * 0.1f);

        float3 posLeft     = samplePos - new float3(aabb.Extents.x * mod, 0.0f, 0.0f);
        float3 posRight    = samplePos + new float3(aabb.Extents.x * mod, 0.0f, 0.0f);
        float3 posForward  = samplePos + new float3(0.0f, 0.0f, aabb.Extents.z * mod);
        float3 posBackward = samplePos - new float3(0.0f, 0.0f, aabb.Extents.z * mod);

        controller.isGrounded = PhysicsUtils.Raycast(out RaycastHit centerHit, samplePos, samplePos + offset, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, Allocator.Temp) ||
                                PhysicsUtils.Raycast(out RaycastHit leftHit, posLeft, posLeft + offset, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, Allocator.Temp) ||
                                PhysicsUtils.Raycast(out RaycastHit rightHit, posRight, posRight + offset, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, Allocator.Temp) ||
                                PhysicsUtils.Raycast(out RaycastHit forwardHit, posForward, posForward + offset, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, Allocator.Temp) ||
                                PhysicsUtils.Raycast(out RaycastHit backwardHit, posBackward, posBackward + offset, ref collisionWorld, entity, PhysicsCollisionFilters.DynamicWithPhysical, Allocator.Temp);
    }