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; }
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; }