pub struct KinematicCharacterControllerOutput {
pub grounded: bool,
pub desired_translation: Vect,
pub effective_translation: Vect,
pub collisions: Vec<CharacterCollision>,
pub is_sliding_down_slope: bool,
}Expand description
The output of a character control.
This component is automatically added after the first execution of a character control
based on the KinematicCharacterController component with its
KinematicCharacterController::translation set to a value other than None.
Fields§
§grounded: boolIndicates whether the shape is grounded after its kinematic movement.
desired_translation: VectThe initial desired movement of the character if there were no obstacle.
effective_translation: VectThe translation calculated by the last character control step taking obstacles into account.
collisions: Vec<CharacterCollision>Collisions between the character and obstacles found in its path.
is_sliding_down_slope: boolIndicates whether the shape is sliding down a slope after its kinematic movement.
Trait Implementations§
Source§impl Clone for KinematicCharacterControllerOutput
impl Clone for KinematicCharacterControllerOutput
Source§fn clone(&self) -> KinematicCharacterControllerOutput
fn clone(&self) -> KinematicCharacterControllerOutput
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Component for KinematicCharacterControllerOutput
impl Component for KinematicCharacterControllerOutput
Source§const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
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type Mutability = Mutable
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mutable, or immutable. Mutable components will have
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while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Registers required components. Read more
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
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E: EntityMapper,
fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
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 Default for KinematicCharacterControllerOutput
impl Default for KinematicCharacterControllerOutput
Source§fn default() -> KinematicCharacterControllerOutput
fn default() -> KinematicCharacterControllerOutput
Returns the “default value” for a type. Read more
Source§impl PartialEq for KinematicCharacterControllerOutput
impl PartialEq for KinematicCharacterControllerOutput
Source§fn eq(&self, other: &KinematicCharacterControllerOutput) -> bool
fn eq(&self, other: &KinematicCharacterControllerOutput) -> bool
Tests for
self and other values to be equal, and is used by ==.impl StructuralPartialEq for KinematicCharacterControllerOutput
Auto Trait Implementations§
impl Freeze for KinematicCharacterControllerOutput
impl RefUnwindSafe for KinematicCharacterControllerOutput
impl Send for KinematicCharacterControllerOutput
impl Sync for KinematicCharacterControllerOutput
impl Unpin for KinematicCharacterControllerOutput
impl UnwindSafe for KinematicCharacterControllerOutput
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