Add CharacterController.Resize for quick crouching implementation for characters

This commit is contained in:
Wojtek Figat
2025-06-05 15:07:51 +02:00
parent f6feae5cf2
commit e982a23ed3
4 changed files with 106 additions and 26 deletions

View File

@@ -96,15 +96,11 @@ void CharacterController::SetStepOffset(float value)
{
if (value == _stepOffset)
return;
_stepOffset = value;
if (_controller)
{
const float scaling = _cachedScale.GetAbsolute().MaxValue();
const float contactOffset = Math::Max(_contactOffset, ZeroTolerance);
const float height = Math::Max(Math::Abs(_height) * scaling, CC_MIN_SIZE);
const float radius = Math::Max(Math::Abs(_radius) * scaling - contactOffset, CC_MIN_SIZE);
float height, radius;
GetControllerSize(height, radius);
PhysicsBackend::SetControllerStepOffset(_controller, Math::Min(value, height + radius * 2.0f - CC_MIN_SIZE));
}
}
@@ -180,6 +176,37 @@ CharacterController::CollisionFlags CharacterController::Move(const Vector3& dis
return result;
}
void CharacterController::Resize(float height, float radius)
{
const float heightDiff = height - _height;
const float radiusDiff = radius - _radius;
if (Math::IsZero(heightDiff) && Math::IsZero(radiusDiff))
return;
_height = height;
_radius = radius;
if (_controller)
{
float centerDiff = heightDiff * 0.5f + radiusDiff;
// Change physics size
GetControllerSize(height, radius);
PhysicsBackend::SetControllerSize(_controller, radius, height);
Vector3 positionDelta = _upDirection * centerDiff;
// Change physics position to maintain feet placement (base)
Vector3 position = PhysicsBackend::GetControllerPosition(_controller);
position += positionDelta;
_center += positionDelta;
PhysicsBackend::SetControllerPosition(_controller, position);
// Change actor position
_isUpdatingTransform = true;
SetPosition(position - _center);
_isUpdatingTransform = false;
}
UpdateBounds();
}
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
@@ -187,23 +214,45 @@ CharacterController::CollisionFlags CharacterController::Move(const Vector3& dis
void CharacterController::DrawPhysicsDebug(RenderView& view)
{
const float scaling = _cachedScale.GetAbsolute().MaxValue();
const float radius = Math::Max(Math::Abs(_radius) * scaling, CC_MIN_SIZE);
const float height = Math::Max(Math::Abs(_height) * scaling, CC_MIN_SIZE);
Quaternion rotation = Quaternion::Euler(90, 0, 0);
const Vector3 position = _transform.LocalToWorld(_center);
if (view.Mode == ViewMode::PhysicsColliders)
DEBUG_DRAW_CAPSULE(position, Quaternion::Euler(90, 0, 0), radius, height, Color::LightYellow, 0, true);
DEBUG_DRAW_CAPSULE(position, rotation, _radius, _height, Color::LightYellow, 0, true);
else
DEBUG_DRAW_WIRE_CAPSULE(position, Quaternion::Euler(90, 0, 0), radius, height, Color::GreenYellow * 0.8f, 0, true);
DEBUG_DRAW_WIRE_CAPSULE(position, rotation, _radius, _height, Color::GreenYellow * 0.8f, 0, true);
}
void CharacterController::OnDebugDrawSelected()
{
const float scaling = _cachedScale.GetAbsolute().MaxValue();
const float radius = Math::Max(Math::Abs(_radius) * scaling, CC_MIN_SIZE);
const float height = Math::Max(Math::Abs(_height) * scaling, CC_MIN_SIZE);
Quaternion rotation = Quaternion::Euler(90, 0, 0);
const Vector3 position = _transform.LocalToWorld(_center);
DEBUG_DRAW_WIRE_CAPSULE(position, Quaternion::Euler(90, 0, 0), radius, height, Color::GreenYellow, 0, false);
DEBUG_DRAW_WIRE_CAPSULE(position, rotation, _radius, _height, Color::GreenYellow, 0, false);
if (_contactOffset > 0)
DEBUG_DRAW_WIRE_CAPSULE(position, rotation, _radius - _contactOffset, _height, Color::Blue.AlphaMultiplied(0.4f), 0, false);
#if 0
// More technical visuals debugging
if (_controller)
{
float height, radius;
GetControllerSize(height, radius);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(PhysicsBackend::GetControllerBasePosition(_controller), 5.0f), Color::Red, 0, false);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(PhysicsBackend::GetControllerPosition(_controller), 4.0f), Color::Red, 0, false);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(PhysicsBackend::GetControllerPosition(_controller) + Vector3(0, height * 0.5f, 0), 2.0f), Color::Red, 0, false);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(PhysicsBackend::GetControllerPosition(_controller) - Vector3(0, height * 0.5f, 0), 2.0f), Color::Red, 0, false);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(PhysicsBackend::GetControllerPosition(_controller) + Vector3(0, height * 0.5f, 0), radius), Color::Red.AlphaMultiplied(0.5f), 0, false);
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(PhysicsBackend::GetControllerPosition(_controller) - Vector3(0, height * 0.5f, 0), radius), Color::Red.AlphaMultiplied(0.5f), 0, false);
DEBUG_DRAW_WIRE_CYLINDER(PhysicsBackend::GetControllerPosition(_controller), Quaternion::Identity, radius, height, Color::Red.AlphaMultiplied(0.2f), 0, false);
}
DEBUG_DRAW_WIRE_SPHERE(BoundingSphere(position, 3.0f), Color::GreenYellow, 0, false);
#else
if (_controller)
{
// Physics backend capsule shape
float height, radius;
GetControllerSize(height, radius);
DEBUG_DRAW_WIRE_CAPSULE(PhysicsBackend::GetControllerPosition(_controller), rotation, radius, height, Color::Blue.AlphaMultiplied(0.2f), 0, false);
}
#endif
// Base
Collider::OnDebugDrawSelected();
@@ -216,8 +265,10 @@ void CharacterController::CreateController()
// Create controller
ASSERT(_controller == nullptr && _shape == nullptr);
_cachedScale = GetScale().GetAbsolute().MaxValue();
float height, radius;
GetControllerSize(height, radius);
const Vector3 position = _transform.LocalToWorld(_center);
_controller = PhysicsBackend::CreateController(GetPhysicsScene()->GetPhysicsScene(), this, this, _contactOffset, position, _slopeLimit, (int32)_nonWalkableMode, Material, Math::Abs(_radius) * scaling, Math::Abs(_height) * scaling, _stepOffset, _shape);
_controller = PhysicsBackend::CreateController(GetPhysicsScene()->GetPhysicsScene(), this, this, _contactOffset, position, _slopeLimit, (int32)_nonWalkableMode, Material, radius, height, _stepOffset, _shape);
// Setup
PhysicsBackend::SetControllerUpDirection(_controller, _upDirection);
@@ -240,13 +291,24 @@ void CharacterController::UpdateSize() const
{
if (_controller)
{
const float scaling = _cachedScale.GetAbsolute().MaxValue();
const float radius = Math::Max(Math::Abs(_radius) * scaling - Math::Max(_contactOffset, ZeroTolerance), CC_MIN_SIZE);
const float height = Math::Max(Math::Abs(_height) * scaling, CC_MIN_SIZE);
float height, radius;
GetControllerSize(height, radius);
PhysicsBackend::SetControllerSize(_controller, radius, height);
}
}
void CharacterController::GetControllerSize(float& height, float& radius) const
{
height = Math::Abs(_height) * _cachedScale;
radius = Math::Abs(_radius) * _cachedScale;
{
// Exclude contact offset around the capsule (otherwise character floats in the air)
radius = radius - Math::Max(_contactOffset, 0.0f);
}
height = Math::Max(height, CC_MIN_SIZE);
radius = Math::Max(radius, CC_MIN_SIZE);
}
void CharacterController::CreateShape()
{
// Not used
@@ -254,9 +316,9 @@ void CharacterController::CreateShape()
void CharacterController::UpdateBounds()
{
const float scaling = GetScale().GetAbsolute().MaxValue();
const float radius = Math::Max(Math::Abs(_radius) * scaling, CC_MIN_SIZE);
const float height = Math::Max(Math::Abs(_height) * scaling, CC_MIN_SIZE);
_cachedScale = GetScale().GetAbsolute().MaxValue();
float height, radius;
GetControllerSize(height, radius);
const Vector3 position = _transform.LocalToWorld(_center);
const Vector3 extent(radius, height * 0.5f + radius, radius);
_box = BoundingBox(position - extent, position + extent);