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CharacterController

Struct CharacterController 

Source
pub struct CharacterController {
    pub position: [f32; 3],
    pub velocity: [f32; 3],
    pub step_height: f32,
    pub slope_limit_degrees: f32,
    pub ground_snap_distance: f32,
    pub is_grounded: bool,
    pub radius: f32,
    pub half_height: f32,
    pub gravity: [f32; 3],
}
Expand description

Character controller state.

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§position: [f32; 3]

Current world-space position.

§velocity: [f32; 3]

Current velocity (m/s).

§step_height: f32

Maximum step-up height (m). The controller will automatically climb steps shorter than this.

§slope_limit_degrees: f32

Maximum slope angle (degrees) that the character can walk on.

§ground_snap_distance: f32

Snap distance for keeping the character grounded on slopes/stairs.

§is_grounded: bool

Whether the character is currently on the ground.

§radius: f32

Collision capsule radius.

§half_height: f32

Collision capsule half-height (from center to cap center).

§gravity: [f32; 3]

Gravity acceleration (m/s²).

Implementations§

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impl CharacterController

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pub fn new(position: [f32; 3], radius: f32, height: f32) -> Self

Create a character controller with a capsule collider.

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pub fn collision_shape(&self) -> CollisionShape

The collision shape of the character.

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pub fn move_and_slide( &mut self, desired_velocity: [f32; 3], dt: f32, world: &PhysicsWorld, ) -> [f32; 3]

Move the character using move-and-slide with step-up sweep and slope limiting.

desired_velocity: input movement velocity (horizontal only, Y ignored for movement). dt: time step in seconds. world: physics world for collision queries.

Returns the final position delta.

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