PxBoxController

Defined in include/characterkinematic/PxBoxController.h

Inheritance Relationships

Base Type

class PxBoxController : public PxController

Box character controller.

Public Functions

virtual PxF32 getHalfHeight() const = 0

Gets controller’s half height.

Returns

The half height of the controller.

virtual PxF32 getHalfSideExtent() const = 0

Gets controller’s half side extent.

Returns

The half side extent of the controller.

virtual PxF32 getHalfForwardExtent() const = 0

Gets controller’s half forward extent.

Returns

The half forward extent of the controller.

virtual bool setHalfHeight(PxF32 halfHeight) = 0

Sets controller’s half height.

Warning

this doesn’t check for collisions.

Parameters

halfHeight[in] The new half height for the controller.

Returns

Currently always true.

virtual bool setHalfSideExtent(PxF32 halfSideExtent) = 0

Sets controller’s half side extent.

Warning

this doesn’t check for collisions.

Parameters

halfSideExtent[in] The new half side extent for the controller.

Returns

Currently always true.

virtual bool setHalfForwardExtent(PxF32 halfForwardExtent) = 0

Sets controller’s half forward extent.

Warning

this doesn’t check for collisions.

Parameters

halfForwardExtent[in] The new half forward extent for the controller.

Returns

Currently always true.

virtual PxControllerShapeType::Enum getType() const = 0

Return the type of controller.

See also

PxControllerType

virtual void release() = 0

Releases the controller.

virtual PxControllerCollisionFlags move(const PxVec3 &disp, PxF32 minDist, PxF32 elapsedTime, const PxControllerFilters &filters, const PxObstacleContext *obstacles = NULL) = 0

Moves the character using a “collide-and-slide” algorithm.

Parameters
  • disp[in] Displacement vector

  • minDist[in] The minimum travelled distance to consider. If travelled distance is smaller, the character doesn’t move. This is used to stop the recursive motion algorithm when remaining distance to travel is small.

  • elapsedTime[in] Time elapsed since last call

  • filters[in] User-defined filters for this move

  • obstacles[in] Potential additional obstacles the CCT should collide with.

Returns

Collision flags, collection of PxControllerCollisionFlags

virtual bool setPosition(const PxExtendedVec3 &position) = 0

Sets controller’s position.

The position controlled by this function is the center of the collision shape.

To move the character under normal conditions use the move() function.

Warning

This is a ‘teleport’ function, it doesn’t check for collisions.

Warning

The character’s position must be such that it does not overlap the static geometry.

Parameters

position[in] The new (center) positon for the controller.

Returns

Currently always returns true.

virtual const PxExtendedVec3 &getPosition() const = 0

Retrieve the raw position of the controller.

The position retrieved by this function is the center of the collision shape. To retrieve the bottom position of the shape, a.k.a. the foot position, use the getFootPosition() function.

The position is updated by calls to move(). Calling this method without calling move() will return the last position or the initial position of the controller.

Returns

The controller’s center position

virtual bool setFootPosition(const PxExtendedVec3 &position) = 0

Set controller’s foot position.

The position controlled by this function is the bottom of the collision shape, a.k.a. the foot position.

To move the character under normal conditions use the move() function.

Note

The foot position takes the contact offset into account

Warning

This is a ‘teleport’ function, it doesn’t check for collisions.

Parameters

position[in] The new (bottom) positon for the controller.

Returns

Currently always returns true.

virtual PxExtendedVec3 getFootPosition() const = 0

Retrieve the “foot” position of the controller, i.e.

the position of the bottom of the CCT’s shape.

Note

The foot position takes the contact offset into account

Returns

The controller’s foot position

virtual PxRigidDynamic *getActor() const = 0

Get the rigid body actor associated with this controller (see PhysX documentation).

The behavior upon manually altering this actor is undefined, you should primarily use it for reading const properties.

Returns

the actor associated with the controller.

virtual void setStepOffset(const PxF32 offset) = 0

The step height.

Parameters

offset[in] The new step offset for the controller.

virtual PxF32 getStepOffset() const = 0

Retrieve the step height.

See also

setStepOffset()

Returns

The step offset for the controller.

virtual void setNonWalkableMode(PxControllerNonWalkableMode::Enum flag) = 0

Sets the non-walkable mode for the CCT.

Parameters

flag[in] The new value of the non-walkable mode.

virtual PxControllerNonWalkableMode::Enum getNonWalkableMode() const = 0

Retrieves the non-walkable mode for the CCT.

Returns

The current non-walkable mode.

virtual PxF32 getContactOffset() const = 0

Retrieve the contact offset.

Returns

The contact offset for the controller.

virtual void setContactOffset(PxF32 offset) = 0

Sets the contact offset.

Parameters

offset[in] The contact offset for the controller.

virtual PxVec3 getUpDirection() const = 0

Retrieve the ‘up’ direction.

Returns

The up direction for the controller.

virtual void setUpDirection(const PxVec3 &up) = 0

Sets the ‘up’ direction.

Parameters

up[in] The up direction for the controller.

virtual PxF32 getSlopeLimit() const = 0

Retrieve the slope limit.

Returns

The slope limit for the controller.

virtual void setSlopeLimit(PxF32 slopeLimit) = 0

Sets the slope limit.

Note

This feature can not be enabled at runtime, i.e. if the slope limit is zero when creating the CCT (which disables the feature) then changing the slope limit at runtime will not have any effect, and the call will be ignored.

Parameters

slopeLimit[in] The slope limit for the controller.

virtual void invalidateCache() = 0

Flushes internal geometry cache.

The character controller uses caching in order to speed up collision testing. The cache is automatically flushed when a change to static objects is detected in the scene. For example when a static shape is added, updated, or removed from the scene, the cache is automatically invalidated.

However there may be situations that cannot be automatically detected, and those require manual invalidation of the cache. Currently the user must call this when the filtering behavior changes (the PxControllerFilters parameter of the PxController::move call). While the controller in principle could detect a change in these parameters, it cannot detect a change in the behavior of the filtering function.

virtual PxScene *getScene() = 0

Retrieve the scene associated with the controller.

Returns

The physics scene

virtual void *getUserData() const = 0

Returns the user data associated with this controller.

Returns

The user pointer associated with the controller.

virtual void setUserData(void *userData) = 0

Sets the user data associated with this controller.

Parameters

userData[in] The user pointer associated with the controller.

virtual void getState(PxControllerState &state) const = 0

Returns information about the controller’s internal state.

Parameters

state[out] The controller’s internal state

virtual void getStats(PxControllerStats &stats) const = 0

Returns the controller’s internal statistics.

Parameters

stats[out] The controller’s internal statistics

virtual void resize(PxReal height) = 0

Resizes the controller.

This function attempts to resize the controller to a given size, while making sure the bottom position of the controller remains constant. In other words the function modifies both the height and the (center) position of the controller. This is a helper function that can be used to implement a ‘crouch’ functionality for example.

Parameters

height[in] Desired controller’s height

Protected Functions

inline PxBoxController()
inline virtual ~PxBoxController()