Struct InternalCharacterData
- Namespace
- Stride.BepuPhysics.Systems.Characters
- Assembly
- Stride.BepuPhysics.dll
Raw data for a dynamic character controller instance.
public struct InternalCharacterData
- Inherited Members
- Extension Methods
Fields
BodyHandle
Handle of the body associated with the character.
public BodyHandle BodyHandle
Field Value
- BodyHandle
CosMaximumSlope
Cosine of the maximum slope angle that the character can treat as a support.
public float CosMaximumSlope
Field Value
JumpVelocity
Velocity at which the character pushes off the support during a jump.
public float JumpVelocity
Field Value
LocalUp
Character's up direction in the local space of the character's body.
public Vector3 LocalUp
Field Value
MaximumHorizontalForce
Maximum force the character can apply tangent to the supporting surface to move.
public float MaximumHorizontalForce
Field Value
MaximumVerticalForce
Maximum force the character can apply to glue itself to the supporting surface.
public float MaximumVerticalForce
Field Value
MinimumSupportContinuationDepth
Depth threshold beyond which a contact is considered a support if the previous frame had support, even if it isn't deep enough to meet the MinimumSupportDepth.
public float MinimumSupportContinuationDepth
Field Value
MinimumSupportDepth
Depth threshold beyond which a contact is considered a support if it the normal allows it.
public float MinimumSupportDepth
Field Value
MotionConstraintHandle
Handle of the character's motion constraint, if any. Only valid if Supported is true.
public ConstraintHandle MotionConstraintHandle
Field Value
- ConstraintHandle
Support
Collidable supporting the character, if any. Only valid if Supported is true.
public CollidableReference Support
Field Value
- CollidableReference
Supported
Whether the character is currently supported.
public bool Supported
Field Value
TargetVelocity
Target horizontal velocity. X component refers to desired velocity along the strafing direction (perpendicular to the view direction projected down to the surface), Y component refers to the desired velocity along the forward direction (aligned with the view direction projected down to the surface).
public Vector2 TargetVelocity
Field Value
TryJump
If true, the character will try to jump on the next time step. Will be reset to false after being processed.
public bool TryJump
Field Value
ViewDirection
Direction the character is looking in world space. Defines the forward direction for movement.
public Vector3 ViewDirection