PxU32 CSPhysXObject_Character::moveCharacter(const PxVec3& dispVector, PxF32 elapsedTime, PxU32 collisionGroups)
	{
		if (!m_Controller) return 0;
		if (!m_Controller->getActor()) return 0;

		PxF32 sharpness = 1.0f;
		PxVec3 d = dispVector*elapsedTime;

		// PxU32 collisionFlags = PxController::move(const PxVec3& disp, PxF32 minDist, PxF32 elapsedTime, const PxControllerFilters& filters, const PxObstacleContext* obstacles = NULL);
		const PxU32 collisionFlags = m_Controller->move(d, -100, elapsedTime, PxControllerFilters());
		return collisionFlags;
	}
Example #2
0
void Controller::move(const Vector3& pos)
{
	const PxVec3 disp(pos.x, pos.y, pos.z);
	m_flags = m_controller->move(disp, 0.001, 1.0 / 60.0, PxControllerFilters());
}
bool CharacterController::Move(const Vector3 & offset, float elapsedTime)
{
	PxControllerCollisionFlags collisionFlags = mController->move(ConvertPxVec3(offset), mMinDst, elapsedTime, PxControllerFilters());
	return collisionFlags;
}