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CollisionConfig

Struct CollisionConfig 

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pub struct CollisionConfig {
    pub up: Vec2,
    pub skin: f32,
    pub snap_distance: f32,
    pub normal_threshold: f32,
    pub block_epsilon: f32,
}
Expand description

The game’s collision tunables, all in the caller’s world units.

There is deliberately no Default: skin and snap_distance are lengths in the game’s own units and up is the game’s axis convention, so a default would silently bake one game’s world into every other.

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§up: Vec2

Unit vector naming the world’s up axis. Vec2::Y for a y-up world, Vec2::NEG_Y for a y-down one. Every floor, ceiling, one-way, and ground-snap decision is made against this axis and nothing else.

§skin: f32

Gap left between the body and a surface after a contact resolves, so the next frame’s sweep starts clear of the surface instead of touching it. Small relative to the body.

§snap_distance: f32

How far snap_to_ground probes along -up.

§normal_threshold: f32

normal · up above which a face counts as a floor, and below whose negation it counts as a ceiling. 0.7 is roughly 45 degrees.

§block_epsilon: f32

Tolerance when comparing requested against achieved motion along up for the blocked flags. Must be well under skin, or a resolved contact reads as unblocked.

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impl CollisionConfig

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pub fn new( up: Vec2, skin: f32, snap_distance: f32, normal_threshold: f32, block_epsilon: f32, ) -> Self

Builds a config, normalizing up.

§Panics

If up is not a usable direction, or normal_threshold is outside (0, 1) — outside that range every face classifies the same way and floors, ceilings, and walls stop being distinguishable. Both are authoring errors.

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pub fn is_floor(&self, normal: Vec2) -> bool

Whether normal belongs to a face the body can stand on.

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pub fn is_ceiling(&self, normal: Vec2) -> bool

Whether normal belongs to a face the body can bump its head on.

Trait Implementations§

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impl Clone for CollisionConfig

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for CollisionConfig

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impl Debug for CollisionConfig

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

Formats the value using the given formatter. Read more
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impl PartialEq for CollisionConfig

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

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for CollisionConfig

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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impl<T, U> TryFrom<U> for T
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type Error = !

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, !>

Performs the conversion.
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impl<T, U> TryInto<U> for T
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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.