Struct Settings¶
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struct Settings
Public Members
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fm_vec3_t up = {0.0f, 1.0f, 0.0f}
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fm_vec3_t centerOffset = {0.0f, 0.0f, 0.0f}
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float gravity = {30.0f}
Offset in meters from the object origin to the capsule center.
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float maxFallSpeed = {55.0f}
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float floorMaxAngle = {45.0_deg}
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float stepHeight = {0.25f}
Max height of a step the character automatically climbs.
The physics capsule is shortened from the bottom by this amount, making stair risers below this height invisible to collision. The floor snap then lifts the character up. Must be <= innerHalfHeight (height/2 - radius). floorSnapDistance must be >= stepHeight for stair climbing to work.
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float floorSnapDistance = {0.30f}
How far below the full capsule bottom the floor snap probe reaches.
Controls sticking to ground on slopes and snapping over step edges. Must be >= stepHeight for stair climbing to work.
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float radius = {0.5f}
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float height = {2.0f}
Capsule total height in meters (including both hemispherical caps).
Must be >= 2 * radius, values below that clamp to a sphere.
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RaycastColliderTypeFlags collTypes = {RaycastColliderTypeFlags::MESH_COLLIDERS}
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uint8_t maxSlides = {4}
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uint8_t readMask = {0xFF}
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bool followFloor = {true}
When true, position is carried along with the mesh collider currently stood on (translation + rotation of the contact point).
The character’s own facing is not changed.
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fm_vec3_t up = {0.0f, 1.0f, 0.0f}