bevy_rapier2d::control

Struct KinematicCharacterController

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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.

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§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: Vect

The direction that goes “up”. Used to determine where the floor is, and the floor’s angle.

§offset: CharacterLength

A 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: bool

Should 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: Real

The maximum angle (radians) between the floor’s normal and the up vector that the character is able to climb.

§min_slope_slide_angle: Real

The 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: bool

Should 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: QueryFilterFlags

Flags 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: Real

Increase 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§

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impl Clone for KinematicCharacterController

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fn clone(&self) -> KinematicCharacterController

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for KinematicCharacterController
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )

Registers required components.
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fn register_component_hooks(hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Debug for KinematicCharacterController

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for KinematicCharacterController

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fn default() -> Self

Returns the “default value” for a type. Read more

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Registers components that are required by the components in this Bundle.
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Gets this Bundle’s component ids. This will be None if the component has not been registered.
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