PxBoxControllerDesc
Defined in include/characterkinematic/PxBoxController.h
-
class PxBoxControllerDesc : public PxControllerDesc
Descriptor for a box character controller.
See also
PxBoxController PxControllerDesc
Public Functions
-
inline PxBoxControllerDesc()
constructor sets to default.
-
inline virtual ~PxBoxControllerDesc()
-
inline PxBoxControllerDesc(const PxBoxControllerDesc&)
copy constructor.
-
inline PxBoxControllerDesc &operator=(const PxBoxControllerDesc&)
assignment operator.
-
inline virtual void setToDefault()
(re)sets the structure to the default.
-
inline virtual bool isValid() const
returns true if the current settings are valid
- Returns
True if the descriptor is valid.
-
inline PxControllerShapeType::Enum getType() const
Returns the character controller type.
See also
PxControllerType PxCapsuleControllerDesc PxBoxControllerDesc
- Returns
The controllers type.
Public Members
-
PxExtendedVec3 position
The position of the character.
Default: Zero
Note
The character’s initial position must be such that it does not overlap the static geometry.
-
PxVec3 upDirection
Specifies the ‘up’ direction.
In order to provide stepping functionality the SDK must be informed about the up direction.
Default: (0, 1, 0)
-
PxF32 slopeLimit
The maximum slope which the character can walk up.
In general it is desirable to limit where the character can walk, in particular it is unrealistic for the character to be able to climb arbitary slopes.
The limit is expressed as the cosine of desired limit angle. A value of 0 disables this feature.
Default: 0.707
See also
upDirection invisibleWallHeight maxJumpHeight
Warning
It is currently enabled for static actors only (not for dynamic/kinematic actors), and not supported for spheres or capsules.
-
PxF32 invisibleWallHeight
Height of invisible walls created around non-walkable triangles.
The library can automatically create invisible walls around non-walkable triangles defined by the ‘slopeLimit’ parameter. This defines the height of those walls. If it is 0.0, then no extra triangles are created.
Default: 0.0
See also
upDirection slopeLimit maxJumpHeight
-
PxF32 maxJumpHeight
Maximum height a jumping character can reach.
This is only used if invisible walls are created (‘invisibleWallHeight’ is non zero).
When a character jumps, the non-walkable triangles he might fly over are not found by the collision queries (since the character’s bounding volume does not touch them). Thus those non-walkable triangles do not create invisible walls, and it is possible for a jumping character to land on a non-walkable triangle, while he wouldn’t have reached that place by just walking.
The ‘maxJumpHeight’ variable is used to extend the size of the collision volume downward. This way, all the non-walkable triangles are properly found by the collision queries and it becomes impossible to ‘jump over’ invisible walls.
If the character in your game can not jump, it is safe to use 0.0 here. Otherwise it is best to keep this value as small as possible, since a larger collision volume means more triangles to process.
Default: 0.0
See also
upDirection slopeLimit invisibleWallHeight
-
PxF32 contactOffset
The contact offset used by the controller.
Specifies a skin around the object within which contacts will be generated. Use it to avoid numerical precision issues.
This is dependant on the scale of the users world, but should be a small, positive non zero value.
Default: 0.1
-
PxF32 stepOffset
Defines the maximum height of an obstacle which the character can climb.
A small value will mean that the character gets stuck and cannot walk up stairs etc, a value which is too large will mean that the character can climb over unrealistically high obstacles.
Default: 0.5
See also
upDirection
-
PxF32 density
Density of underlying kinematic actor.
The CCT creates a PhysX’s kinematic actor under the hood. This controls its density.
Default: 10.0
-
PxF32 scaleCoeff
Scale coefficient for underlying kinematic actor.
The CCT creates a PhysX’s kinematic actor under the hood. This controls its scale factor. This should be a number a bit smaller than 1.0.
This scale factor affects how the character interacts with dynamic rigid bodies around it (e.g. pushing them, etc).
With a scale factor < 1, the underlying kinematic actor will not touch surrounding rigid bodies - they will only interact with the character controller’s shapes (capsules or boxes), and users will have full control over the interactions (i.e. they will have to push the objects with explicit forces themselves).
With a scale factor >=1, the underlying kinematic actor will touch and push surrounding rigid bodies based on PhysX’s computations, as if there would be no character controller involved. This works fine except when you push objects into a wall. PhysX has no control over kinematic actors (since they are kinematic) so they would freely push dynamic objects into walls, and make them tunnel / explode / behave badly.
With a smaller kinematic actor however, the character controller’s swept shape touches dynamic rigid bodies first, and can apply forces to them to move them away (or not, depending on what the gameplay needs). Meanwhile the character controller’s swept shape itself is stopped by these dynamic bodies.
Setting the scale factor to 1 could still work, but it is unreliable. Depending on FPU accuracy you could end up with either the CCT’s volume or the underlying kinematic actor touching the dynamic bodies first, and this could change from one moment to the next.
Default: 0.8
-
PxF32 volumeGrowth
Cached volume growth.
Amount of space around the controller we cache to improve performance. This is a scale factor that should be higher than 1.0f but not too big, ideally lower than 2.0f.
Default: 1.5
-
PxUserControllerHitReport *reportCallback
Specifies a user report callback.
This report callback is called when the character collides with shapes and other characters.
Setting this to NULL disables the callback.
Default: NULL
See also
PxUserControllerHitReport
-
PxControllerBehaviorCallback *behaviorCallback
Specifies a user behavior callback.
This behavior callback is called to customize the controller’s behavior w.r.t. touched shapes.
Setting this to NULL disables the callback.
Default: NULL
See also
PxControllerBehaviorCallback
-
PxControllerNonWalkableMode::Enum nonWalkableMode
The non-walkable mode controls if a character controller slides or not on a non-walkable part.
This is only used when slopeLimit is non zero.
Default: PxControllerNonWalkableMode::ePREVENT_CLIMBING
See also
PxControllerNonWalkableMode
-
PxMaterial *material
The material for the actor associated with the controller.
The controller internally creates a rigid body actor. This parameter specifies the material of the actor.
Default: NULL
See also
PxMaterial
-
bool registerDeletionListener
Use a deletion listener to get informed about released objects and clear internal caches if needed.
If a character controller registers a deletion listener, it will get informed about released objects. That allows the controller to invalidate cached data that connects to a released object. If a deletion listener is not registered, PxController::invalidateCache has to be called manually after objects have been released.
Default: true
See also
PxController::invalidateCache
-
PxClientID clientID
Client ID for associated actor.
Default: PX_DEFAULT_CLIENT
See also
PxClientID PxActor::setOwnerClient
-
void *userData
User specified data associated with the controller.
Default: NULL
Protected Functions
-
inline void copy(const PxBoxControllerDesc&)
-
inline void copy(const PxControllerDesc&)
Protected Attributes
-
const PxControllerShapeType::Enum mType
The type of the controller. This gets set by the derived class’ ctor, the user should not have to change it.
-
inline PxBoxControllerDesc()