loudixvmuniu/Assets/Third/KinematicCharacterController/APIReference/html/namespace_kinematic_character_controller.html
2025-01-02 12:15:45 +08:00

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<div class="title">KinematicCharacterController Namespace Reference</div> </div>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_character_grounding_report.html">CharacterGroundingReport</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Contains all the information for the motor's grounding status <a href="struct_kinematic_character_controller_1_1_character_grounding_report.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_character_transient_grounding_report.html">CharacterTransientGroundingReport</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Contains the simulation-relevant information for the motor's grounding status <a href="struct_kinematic_character_controller_1_1_character_transient_grounding_report.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html">HitStabilityReport</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Contains all the information from a hit stability evaluation <a href="struct_kinematic_character_controller_1_1_hit_stability_report.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html">ICharacterController</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html">IMoverController</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html">KCCSettings</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html">KinematicCharacterMotor</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Component that manages character collisions and movement solving <a href="class_kinematic_character_controller_1_1_kinematic_character_motor.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html">KinematicCharacterMotorState</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state <a href="struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html">KinematicCharacterSystem</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The system that manages the simulation of <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> and <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> <a href="class_kinematic_character_controller_1_1_kinematic_character_system.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_overlap_result.html">OverlapResult</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes an overlap between the character capsule and another collider <a href="struct_kinematic_character_controller_1_1_overlap_result.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html">PhysicsMover</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters <a href="class_kinematic_character_controller_1_1_physics_mover.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html">PhysicsMoverState</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents the entire state of a <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> that is pertinent for simulation. Use this to save state or revert to past state <a href="struct_kinematic_character_controller_1_1_physics_mover_state.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_kinematic_character_controller_1_1_read_only_attribute.html">ReadOnlyAttribute</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html">RigidbodyProjectionHit</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards <a href="struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html#details">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="enum-members"></a>
Enumerations</h2></td></tr>
<tr class="memitem:a9a91970c1b717da0f145e8f57865ed88"><td class="memItemLeft" align="right" valign="top"><a id="a9a91970c1b717da0f145e8f57865ed88"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>RigidbodyInteractionType</b> { <b>None</b>,
<b>Kinematic</b>,
<b>SimulatedDynamic</b>
}</td></tr>
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<tr class="memitem:a10bb999a7d91757fd6d8aef7c7d097a6"><td class="memItemLeft" align="right" valign="top"><a id="a10bb999a7d91757fd6d8aef7c7d097a6"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>StepHandlingMethod</b> { <b>None</b>,
<b>Standard</b>,
<b>Extra</b>
}</td></tr>
<tr class="separator:a10bb999a7d91757fd6d8aef7c7d097a6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a060e231ed3e1a6f48f31d81a5dc3ec29"><td class="memItemLeft" align="right" valign="top"><a id="a060e231ed3e1a6f48f31d81a5dc3ec29"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>MovementSweepState</b> { <b>Initial</b>,
<b>AfterFirstHit</b>,
<b>FoundBlockingCrease</b>,
<b>FoundBlockingCorner</b>
}</td></tr>
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