pub struct CharacterController {
    pub character_controller_height: f32,
    pub character_controller_radius: f32,
    pub physics_controlled: (),
}
Expand description

Character Controller: A capsule character controller. The capsule is defined as a position, a vertical height, and a radius. The height is the distance between the two sphere centers at the end of the capsule.

Note: The character controller is not affected by gravity; you will have to manually simulate gravity by moving the character down in accordance with a vertical velocity you maintain. See the character_movement package for an example.

Required:

  • character_controller_height: The height of the physics character controller attached to this entity. If an entity has both this and a character_controller_radius, it will be given a physical character collider.
  • character_controller_radius: The radius of the physics character controller attached to this entity. If an entity has both this and a character_controller_height, it will be given a physical character collider.
  • physics_controlled: If attached, this entity will be controlled by physics. Note that this requires the entity to have a collider.

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§character_controller_height: f32

Component: ambient_core::physics::character_controller_height

Suggested value: 2f32

Component description: The height of the physics character controller attached to this entity. If an entity has both this and a character_controller_radius, it will be given a physical character collider.

§character_controller_radius: f32

Component: ambient_core::physics::character_controller_radius

Suggested value: 0.5f32

Component description: The radius of the physics character controller attached to this entity. If an entity has both this and a character_controller_height, it will be given a physical character collider.

§physics_controlled: ()

Component: ambient_core::physics::physics_controlled

Suggested value: ()

Component description: If attached, this entity will be controlled by physics. Note that this requires the entity to have a collider.

Trait Implementations§

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impl Clone for CharacterController

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fn clone(&self) -> CharacterController

Returns a copy 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 Concept for CharacterController

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fn make(self) -> Entity

Creates an entity with the components defined by this concept.
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fn get_spawned(id: EntityId) -> Option<CharacterController>

If the entity with id exists and has the components defined by this concept, returns this concept with all of the values of the components in the entity. Read more
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fn get_unspawned(entity: &Entity) -> Option<CharacterController>

If the entity has the components defined by this concept, returns this concept with all of the values of the components in the entity. Read more
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fn contained_by_spawned(id: EntityId) -> bool

Returns true if id exists and contains the components defined by this concept. Read more
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fn contained_by_unspawned(entity: &Entity) -> bool

Returns true if contains the components defined by this concept. Read more
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fn spawn(self) -> EntityIdwhere Self: Sized,

Spawns this concept into the world. If you want to modify state before spawning, use make instead.
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impl ConceptComponents for CharacterController

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type Required = (Component<f32>, Component<f32>, Component<()>)

A tuple of the required components for this concept.
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type Optional = ()

A tuple of the optional components for this concept.
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fn required() -> <CharacterController as ConceptComponents>::Required

Returns a tuple of the required components for this concept.
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fn optional() -> <CharacterController as ConceptComponents>::Optional

Returns a tuple of the optional components for this concept.
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fn from_required_data( required: <<CharacterController as ConceptComponents>::Required as ComponentsTuple>::Data ) -> CharacterController

Converts a tuple of data back to a concept.
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fn as_query() -> ConceptQuery<Self>where Self: Sized,

Creates a ConceptQuery that can be passed into queries. Read more
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impl ConceptSuggested for CharacterController

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fn suggested() -> CharacterController

character_controller_height: 2f32,
character_controller_radius: 0.5f32,
physics_controlled: (),
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impl Debug for CharacterController

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

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for CharacterController

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

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for CharacterController

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fn eq(&self, other: &CharacterController) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for CharacterController

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

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for CharacterController

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> AsAny for Twhere T: Any,

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fn as_any(&self) -> &(dyn Any + 'static)

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Immutably borrows from an owned value. Read more
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Mutably borrows from an owned value. Read more
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fn __clone_box(&self, _: Private) -> *mut ()

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impl<T> ElementComponentName for T

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fn element_component_name(&self) -> &'static str

Returns the name of the type implementing ElementComponent.
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impl<T> From<T> for T

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Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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fn into(self) -> U

Calls U::from(self).

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