pub struct TnuaBuiltinWallSlide {
pub contact_point_with_wall: Vector3,
pub normal: Dir3,
pub force_forward: Option<Dir3>,
}Expand description
An action for sliding on walls.
Fields§
§contact_point_with_wall: Vector3The on the wall where the character touches it.
Note that this does not actually have to be on an actual wall. It can be a point in the middle of the air, and the action will cause the character to pretend there is a wall there and slide on it.
normal: Dir3The wall’s normal
force_forward: Option<Dir3>Force the character to face in a particular direction.
Trait Implementations§
Source§impl Clone for TnuaBuiltinWallSlide
impl Clone for TnuaBuiltinWallSlide
Source§fn clone(&self) -> TnuaBuiltinWallSlide
fn clone(&self) -> TnuaBuiltinWallSlide
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<B> TnuaAction<B> for TnuaBuiltinWallSlidewhere
B: TnuaBasisWithGround + TnuaBasis,
impl<B> TnuaAction<B> for TnuaBuiltinWallSlidewhere
B: TnuaBasisWithGround + TnuaBasis,
type Config = TnuaBuiltinWallSlideConfig
Source§type Memory = TnuaBuiltinWallSlideMemory
type Memory = TnuaBuiltinWallSlideMemory
Data that the action can persist between frames. Read more
Source§fn initiation_decision(
&self,
_config: &Self::Config,
_sensors: &B::Sensors<'_>,
_ctx: TnuaActionContext<'_, B>,
_being_fed_for: &Stopwatch,
) -> TnuaActionInitiationDirective
fn initiation_decision( &self, _config: &Self::Config, _sensors: &B::Sensors<'_>, _ctx: TnuaActionContext<'_, B>, _being_fed_for: &Stopwatch, ) -> TnuaActionInitiationDirective
Decides whether the action can start. Read more
Source§fn apply(
&self,
config: &Self::Config,
_memory: &mut Self::Memory,
_sensors: &B::Sensors<'_>,
ctx: TnuaActionContext<'_, B>,
lifecycle_status: TnuaActionLifecycleStatus,
motor: &mut TnuaMotor,
) -> TnuaActionLifecycleDirective
fn apply( &self, config: &Self::Config, _memory: &mut Self::Memory, _sensors: &B::Sensors<'_>, ctx: TnuaActionContext<'_, B>, lifecycle_status: TnuaActionLifecycleStatus, motor: &mut TnuaMotor, ) -> TnuaActionLifecycleDirective
This is where the action affects the character’s motion. Read more
Source§fn influence_basis(
&self,
_config: &Self::Config,
_memory: &Self::Memory,
_ctx: TnuaBasisContext<'_>,
_basis_input: &B,
_basis_config: &<B as TnuaBasis>::Config,
basis_memory: &mut <B as TnuaBasis>::Memory,
)
fn influence_basis( &self, _config: &Self::Config, _memory: &Self::Memory, _ctx: TnuaBasisContext<'_>, _basis_input: &B, _basis_config: &<B as TnuaBasis>::Config, basis_memory: &mut <B as TnuaBasis>::Memory, )
An action can use this method to send information back to the basis’ memory. Read more
Auto Trait Implementations§
impl Freeze for TnuaBuiltinWallSlide
impl RefUnwindSafe for TnuaBuiltinWallSlide
impl Send for TnuaBuiltinWallSlide
impl Sync for TnuaBuiltinWallSlide
impl Unpin for TnuaBuiltinWallSlide
impl UnwindSafe for TnuaBuiltinWallSlide
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impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
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fn borrow_mut(&mut self) -> &mut T
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