TnuaBuiltinWalkConfig

Struct TnuaBuiltinWalkConfig 

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pub struct TnuaBuiltinWalkConfig {
Show 14 fields pub speed: Float, pub float_height: Float, pub headroom: Option<TnuaBuiltinWalkHeadroom>, pub cling_distance: Float, pub spring_strength: Float, pub spring_dampening: Float, pub acceleration: Float, pub air_acceleration: Float, pub coyote_time: Float, pub free_fall_extra_gravity: Float, pub tilt_offset_angvel: Float, pub tilt_offset_angacl: Float, pub turning_angvel: Float, pub max_slope: Float,
}

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§speed: Float§float_height: Float

The height at which the character will float above ground at rest.

Note that this is the height of the character’s center of mass - not the distance from its collision mesh.

To make a character crouch, instead of altering this field, prefer to use the TnuaBuiltinCrouch action.

§headroom: Option<TnuaBuiltinWalkHeadroom>

Add an upward-facing proximity sensor that can check if the character has room above it.

This is not (currently) used by TnuaBuiltinWalk itself, but TnuaBuiltinCrouch uses it to determine

§cling_distance: Float

Extra distance above the float_height where the spring is still in effect.

When the character is at at most this distance above the float_height, the spring force will kick in and move it to the float height - even if that means pushing it down. If the character is above that distance above the float_height, Tnua will consider it to be in the air.

§spring_strength: Float

The force that pushes the character to the float height.

The actual force applied is in direct linear relationship to the displacement from the float_height.

§spring_dampening: Float

A force that slows down the characters vertical spring motion.

The actual dampening is in direct linear relationship to the vertical velocity it tries to dampen.

Note that as this approaches 2.0, the character starts to shake violently and eventually get launched upward at great speed.

§acceleration: Float

The acceleration for horizontal movement.

Note that this is the acceleration for starting the horizontal motion and for reaching the top speed. When braking or changing direction the acceleration is greater, up to 2 times acceleration when doing a 180 turn.

§air_acceleration: Float

The acceleration for horizontal movement while in the air.

Set to 0.0 to completely disable air movement.

§coyote_time: Float

The time, in seconds, the character can still jump after losing their footing.

§free_fall_extra_gravity: Float

Extra gravity for free fall (fall that’s not initiated by a jump or some other action that provides its own fall gravity)

NOTE: This force will be added to the normal gravity.

NOTE: If the parameter set to this option is too low, the character may be able to run up a slope and “jump” potentially even higher than a regular jump, even without pressing the jump button.

§tilt_offset_angvel: Float

The maximum angular velocity used for keeping the character standing upright.

NOTE: The character’s rotation can also be locked to prevent it from being tilted, in which case this paramter is redundant and can be set to 0.0.

§tilt_offset_angacl: Float

The maximum angular acceleration used for reaching tilt_offset_angvel.

NOTE: The character’s rotation can also be locked to prevent it from being tilted, in which case this paramter is redundant and can be set to 0.0.

§turning_angvel: Float

The maximum angular velocity used for turning the character when the direction changes.

§max_slope: Float

The maximum slope, in radians, that the character can stand on without slipping.

Trait Implementations§

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impl Clone for TnuaBuiltinWalkConfig

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fn clone(&self) -> TnuaBuiltinWalkConfig

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for TnuaBuiltinWalkConfig

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for TnuaBuiltinWalkConfig

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for TnuaBuiltinWalkConfig

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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