Nebula
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Physics::CharacterCreateInfo Struct Reference

#include <physicsinterface.h>

Classes

struct  CapsuleInfo
struct  BoxInfo
union  [union].__unnamed0__

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  
uint64_t userData = 0
 Can be used to store application side information in the character.

Member Data Documentation

◆ @262355273247120332052335266277365153243143315171

◆ contactOffset

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.

◆ materialId

IndexT Physics::CharacterCreateInfo::materialId = InvalidIndex

Optional physics material to use.

See also
Physics::SetPhysicsMaterial
Physics::LookupMaterial

◆ slideOnSlopes

bool Physics::CharacterCreateInfo::slideOnSlopes = false

Should the character slide down slopes?

◆ slopeLimit

float Physics::CharacterCreateInfo::slopeLimit = 0.707f

The maximum slope which the character can walk up. Defined as cosine of desired limit angle.

◆ stepOffset

float Physics::CharacterCreateInfo::stepOffset = 0.5f

The maximum height of an obstacle which the character can climb.

◆ type

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.

◆ userData

uint64_t Physics::CharacterCreateInfo::userData = 0

Can be used to store application side information in the character.


The documentation for this struct was generated from the following file: