pub struct KinematicCharacterController {Show 14 fields
pub translation: Option<Vect>,
pub custom_shape: Option<(Collider, Vect, Rot)>,
pub custom_mass: Option<Real>,
pub up: Vect,
pub offset: CharacterLength,
pub slide: bool,
pub autostep: Option<CharacterAutostep>,
pub max_slope_climb_angle: Real,
pub min_slope_slide_angle: Real,
pub apply_impulse_to_dynamic_bodies: bool,
pub snap_to_ground: Option<CharacterLength>,
pub filter_flags: QueryFilterFlags,
pub filter_groups: Option<CollisionGroups>,
pub normal_nudge_factor: Real,
}Expand description
A character controller for kinematic bodies and free-standing colliders.
Fields§
§translation: Option<Vect>The translations we desire the character to move by if it doesn’t meet any obstacle.
custom_shape: Option<(Collider, Vect, Rot)>The shape, and its position, to be used instead of the shape of the collider attached to
the same entity is this KinematicCharacterController.
custom_mass: Option<Real>The mass to be used for impulse of dynamic bodies. This replaces the mass of the rigid-body
potentially associated to the collider attached to the same entity as this
KinematicCharacterController.
This field isn’t used if Self::apply_impulse_to_dynamic_bodies is set to false.
up: VectThe direction that goes “up”. Used to determine where the floor is, and the floor’s angle.
offset: CharacterLengthA small gap to preserve between the character and its surroundings.
This value should not be too large to avoid visual artifacts, but shouldn’t be too small (must not be zero) to improve numerical stability of the character controller.
slide: boolShould the character try to slide against the floor if it hits it?
autostep: Option<CharacterAutostep>Should the character automatically step over small obstacles?
max_slope_climb_angle: RealThe maximum angle (radians) between the floor’s normal and the up vector that the
character is able to climb.
min_slope_slide_angle: RealThe minimum angle (radians) between the floor’s normal and the up vector before the
character starts to slide down automatically.
apply_impulse_to_dynamic_bodies: boolShould the character apply forces to dynamic bodies in its path?
snap_to_ground: Option<CharacterLength>Should the character be automatically snapped to the ground if the distance between the ground and its feet are smaller than the specified threshold?
filter_flags: QueryFilterFlagsFlags for filtering-out some categories of entities from the environment seen by the character controller.
filter_groups: Option<CollisionGroups>Groups for filtering-out some colliders from the environment seen by the character controller.
normal_nudge_factor: RealIncrease this number if your character appears to get stuck when sliding against surfaces.
This is a small distance applied to the movement toward the contact normals of shapes hit by the character controller. This helps shape-casting not getting stuck in an always-penetrating state during the sliding calculation.
This value should remain fairly small since it can introduce artificial “bumps” when sliding along a flat surface.
Trait Implementations§
Source§impl Clone for KinematicCharacterController
impl Clone for KinematicCharacterController
Source§fn clone(&self) -> KinematicCharacterController
fn clone(&self) -> KinematicCharacterController
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for KinematicCharacterController
impl Component for KinematicCharacterController
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
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required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
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EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Debug for KinematicCharacterController
impl Debug for KinematicCharacterController
Auto Trait Implementations§
impl Freeze for KinematicCharacterController
impl !RefUnwindSafe for KinematicCharacterController
impl Send for KinematicCharacterController
impl Sync for KinematicCharacterController
impl Unpin for KinematicCharacterController
impl !UnwindSafe for KinematicCharacterController
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