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dragengine:modules:dragonscript:behavior_colliderai [2025/03/13 17:09] – dragonlorddragengine:modules:dragonscript:behavior_colliderai [2026/10/12 02:53] (current) – [State Machine Events] dragonlord
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 ====== Element Class Properties ====== ====== Element Class Properties ======
 Element class properties have the prefix ''colliderAI.'' . Element class properties have the prefix ''colliderAI.'' .
 +
 +===== collisionFilter =====
 +
 +Set [[gamedev:collisionfiltering|collision filter]]. Filter bits are defined using a list of names mapped to collision filter bit indices using BaseGameApp.getCollisionFilterMap(). 
 +  * Full name: ''collider.collisionFilter''
 +  * Type: string. Format can be ''category:filter'' or ''category'' where category and filter can be ''bit1 bit2 ... bitN'' with bit names looked up using the collision filter map. If only category is used filter is the same.
 +  * Default Value: ''actorAI:geometry dynamic actorAI trigger''
 +  * Example (*.deeclass) <code xml><string name='collider.collisionFilter'>actorAI:geometry dynamic actorAI trigger particle</string></code>
  
 ====== Events ====== ====== Events ======
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 Collider changed. Collider changed.
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present.
 +
 +===== colliderAI.set =====
 +
 +Set one or more collider ai parameters.
 +
 +^Parameter^Value^Description^
 +|collisionFilter.filter.set|string|Set named [[gamedev:collisionfiltering|collision filter]] filter mask bit.|
 +|collisionFilter.filter.clear|string|Clear named [[gamedev:collisionfiltering|collision filter]] filter mask bit.|
 +|enabled|''true'', ''false''|Enable collider|
 +|gravity|vector3|Set gravity|
 +|shape|''humanoid''|Set collider shape. Requires additional parameters|
 +|shape.radius|float|Set radius in meters of humanoid shape|
 +|shape.height|float|Set height in meters of humanoid shape|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='colliderAI.set'>
 +  <parameter name='shape'>humanoid</parameter>
 +  <parameter name='shape.radius'>0.3</parameter>
 +  <parameter name='shape.height'>1.8</parameter>
 +</action>
 +</code>
 +
 +===== colliderAI.update =====
 +
 +Update collider ai.
 +
 +^Parameter^Value^Description^
 +|gravity.apply| |Apply gravity to linear velocity of collider|
 +|geometryFromCollider| |Set element position and orientation from collider|
 +|stop.turning| |Clear angular velocity of collider|
 +|stop.moving| |Clear linear velocity of collider|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='colliderAI.set'>
 +  <parameter name='gravity.apply'/>
 +</action>
 +</code>
 +
 +===== colliderAI.collision =====
 +
 +Handle collisions.
 +
 +^Parameter^Value^Description^
 +|stop| |Stop collider from moving. Prevents any further collision in this frame update.|
 +|sliding| |Applies sliding collision response|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='colliderAI.collision'>
 +  <parameter name='sliding'/>
 +</action>
 +</code>
 +
 +===== colliderAI.check =====
 +
 +Check one or more collider ai parameters. Action succeeds if all parameter value matches their respective collider ai parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a collider ai parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|enabled|''true'', ''false''|Collider is enabled|
 +|hitElement| |Collider has been hit and it is owned by a BehaviorElement. Using [[behavior_statemachine#eventelementupdate|eventParameter.update]] or [[behavior_statemachine#eventelementcheck|eventParameter.check]] is valid.|
 +|wait| |If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled|
 +
 +This is an example of using this action:
 +<code xml>
 +<sequence>
 +  <action name='colliderAI.check'>
 +    <parameter name='enabled'>true</parameter>
 +  </action>
 +  <!-- actions here run only if collider ai is enabled -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present.
 +
 +===== colliderAI.check =====
 +
 +Check one or more collider ai parameters. Conditions returns true if all parameter value match their respective collider ai parameter. This condition is typically used to run an action or sequence of actions as long as collider ai conditions are true.
 +
 +^Parameter^Value^Description^
 +|colliderAI.enabled|''true'', ''false''|Collider is enabled|
 +|colliderAI.hitElement| |Collider has been hit and it is owned by a BehaviorElement. Using [[behavior_statemachine#eventelementupdate|eventParameter.update]] or [[behavior_statemachine#eventelementcheck|eventParameter.check]] is valid.|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='colliderAI.enabled'>true</parameter>
 +  <condition>colliderAI.check</condition>
 +</action>
 +</code>
 +
 +====== State Machine Actions ======
 +
 +Same as [[#behavior_tree_actions|Behavior Tree Actions]].
 +
 +====== State Machine Conditions ======
 +
 +Same as [[#behavior_tree_conditions|Behavior Tree Conditions]].
 +
 +====== State Machine Events ======
 +
 +This behavior does not send events to state machine.
 +
 +BAAStateMachine and BAAVRHandStateMachine though does send ''collisionResponse'' if this behavior hit something. Use [[behavior_statemachine#eventelementupdate|eventParameter.update]] or [[behavior_statemachine#eventelementcheck|eventParameter.check]] to work with the element.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
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 ====== Optional Behaviors ====== ====== Optional Behaviors ======
  
-This behavior does not support optional behaviors.+  * [[behavior_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use. 
 +  * [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine.
  
 ====== Persistency ====== ====== Persistency ======
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   <behavior type='ECBehaviorColliderAI'>   <behavior type='ECBehaviorColliderAI'>
-    <!-- optional: set collision filter. default value '3:0 1 2 3 4' which means +    <!-- optional: use behavior tree with id instead of empty string --> 
-                   category BaseGameApp.CollisionFilterBit.actorAI +    <string name='behaviorTree'>second</string> 
-                   filter BaseGameApp.CollisionFilterBit.geometry, +     
-                          BaseGameApp.CollisionFilterBit.dynamic, +    <!-- optional: use state machine with id instead of empty string --> 
-                          BaseGameApp.CollisionFilterBit.actorAI, +    <string name='stateMachine'>second</string>
-                          BaseGameApp.CollisionFilterBit.trigger. +
-                   format is '', 'category' or 'category:filter' where category and filter +
-                   are a list of bits to set. --> +
-    <string name='collisionFilter'>3:0 1 2 3 4</string>+
          
     <!-- set element properties. omit property prefix if used inside behavior tag -->     <!-- set element properties. omit property prefix if used inside behavior tag -->
dragengine/modules/dragonscript/behavior_colliderai.1741885760.txt.gz · Last modified: by dragonlord