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use super::*;
/// Physics character component
///
/// Use to get predictable collisions against the physics world for an entity. Suitable for things
/// like FPS shooter characters and other similar things that are directly controlled by the player
/// and would be impractical to get to behave correctly using real physics.
///
/// Puts a capsule around the entity, defined by the height and radius properties, to do collisions.
/// Uses the `Velocity` component to update the position of the entity and leaves adding gravity to that
/// to the user.
#[cfg(target_arch = "wasm32")]
pub struct PhysicsCharacter {
id: Entity,
}
impl std::fmt::Debug for PhysicsCharacter {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("PhysicsCharacter")
.field("entity", &self.id.name())
.finish_non_exhaustive()
}
}
#[cfg(target_arch = "wasm32")]
impl PhysicsCharacter {
impl_world_accessor!(
/// Returns a `ValueAccessor` for the character radius (horizontal plane).
PhysicsCharacter,
Radius,
f32,
radius,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the character vertical height.
PhysicsCharacter,
Height,
f32,
height,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the character up direction.
PhysicsCharacter,
UpDirection,
Vec3,
up_direction,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the character collision flags.
///
/// Use it to see what collisions the last frame resulted in, for instance
/// to reset velocity if ground was hit. Can only be read.
PhysicsCharacter,
CollisionFlags,
CharacterCollisionFlags,
collision_flags,
ValueAccessorRead
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the world linear velocity of the physics character.
///
/// Used to set/get/animate the velocity.
PhysicsCharacter,
Velocity,
Vec3,
velocity,
ValueAccessorReadWriteAnimate
);
}
impl_world_component!(PhysicsCharacter);