Nebula
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#include <physicsinterface.h>
Classes | |
struct | BoxInfo |
struct | CapsuleInfo |
Public Attributes | ||
Physics::ColliderType | type = Physics::ColliderType_Capsule | |
Determines the type of collider that the character will use. | ||
float | slopeLimit = 0.707f | |
The maximum slope which the character can walk up. Defined as cosine of desired limit angle. | ||
bool | slideOnSlopes = false | |
Should the character slide down slopes? | ||
float | contactOffset = 0.1f | |
The contact offset used by the controller. | ||
float | stepOffset = 0.5f | |
The maximum height of an obstacle which the character can climb. | ||
IndexT | materialId = InvalidIndex | |
Optional physics material to use. | ||
union { | ||
BoxInfo box | ||
AABB information. Make sure to set type to Box if using this. More... | ||
CapsuleInfo capsule = {0.5f, 0.8, false} | ||
Capsule information. Make sure to set type to Capsule if using this. More... | ||
}; | ||
uint64_t | userData = 0 | |
Can be used to store application side information in the character. | ||
union { ... } Physics::CharacterCreateInfo |
BoxInfo Physics::CharacterCreateInfo::box |
AABB information. Make sure to set type to Box if using this.
CapsuleInfo Physics::CharacterCreateInfo::capsule = {0.5f, 0.8, false} |
Capsule information. Make sure to set type to Capsule if using this.
float Physics::CharacterCreateInfo::contactOffset = 0.1f |
The contact offset used by the controller.
Specifies a skin around the object within which contacts will be generated. Use it to avoid numerical precision issues.
IndexT Physics::CharacterCreateInfo::materialId = InvalidIndex |
Optional physics material to use.
bool Physics::CharacterCreateInfo::slideOnSlopes = false |
Should the character slide down slopes?
float Physics::CharacterCreateInfo::slopeLimit = 0.707f |
The maximum slope which the character can walk up. Defined as cosine of desired limit angle.
float Physics::CharacterCreateInfo::stepOffset = 0.5f |
The maximum height of an obstacle which the character can climb.
Physics::ColliderType Physics::CharacterCreateInfo::type = Physics::ColliderType_Capsule |
Determines the type of collider that the character will use.
If set to Box, you need to fill out the CharacterCreateInfo::box information. If set to Capsule, you need to fill out the CharacterCreateInfo::capsule information.
uint64_t Physics::CharacterCreateInfo::userData = 0 |
Can be used to store application side information in the character.