Milky2018/moon_rapier/control does not have a README file
pub struct CharacterAutostep {
max_height : CharacterLength
min_width : CharacterLength
include_dynamic_bodies : Bool
}fn CharacterAutostep::CharacterAutostep(max_height : CharacterLength, min_width : CharacterLength) -> CharacterAutostepfn CharacterAutostep::with_include_dynamic_bodies(self : CharacterAutostep, include_dynamic_bodies : Bool) -> CharacterAutosteppub struct CharacterCollision {
handle : ColliderHandle
hit : ShapeCastHit
translation_applied : Vec2
translation_remaining : Vec2
character_pos : Isometry2
}pub struct CharacterCollision3DReal {
handle : ColliderHandle3D
hit : ShapeCastHit3
translation_applied : Vec3
translation_remaining : Vec3
character_pos : Isometry3
}pub(all) enum CharacterLength {
Relative(Float)
Absolute(Float)
}pub struct DynamicRayCastVehicleController {
wheels : Array[Wheel]
chassis : RigidBodyHandle
index_up_axis : Int
index_forward_axis : Int
}fn DynamicRayCastVehicleController::DynamicRayCastVehicleController(chassis : RigidBodyHandle) -> DynamicRayCastVehicleControllerfn DynamicRayCastVehicleController::add_wheel(self : DynamicRayCastVehicleController, chassis_connection_cs : Vec2, direction_cs : Vec2, suspension_rest_length : Float, radius : Float, tuning : WheelTuning) -> Unitfn DynamicRayCastVehicleController::set_brake(self : DynamicRayCastVehicleController, wheel_id : Int, brake : Float) -> Unitfn DynamicRayCastVehicleController::set_engine_force(self : DynamicRayCastVehicleController, wheel_id : Int, force : Float) -> Unitfn DynamicRayCastVehicleController::update_vehicle(self : DynamicRayCastVehicleController, dt : Float, queries : QueryPipelineMut, bodies : RigidBodySet, colliders : ColliderSet) -> Unitfn DynamicRayCastVehicleController3::DynamicRayCastVehicleController3(chassis : RigidBodyHandle) -> DynamicRayCastVehicleController3fn DynamicRayCastVehicleController3::add_wheel(self : DynamicRayCastVehicleController3, chassis_connection_cs : Vec3, direction_cs : Vec3, axle_cs : Vec3, suspension_rest_length : Float, radius : Float, tuning : WheelTuning) -> Intfn DynamicRayCastVehicleController3::set_brake(self : DynamicRayCastVehicleController3, wheel_id : Int, brake : Float) -> Unitfn DynamicRayCastVehicleController3::set_engine_force(self : DynamicRayCastVehicleController3, wheel_id : Int, force : Float) -> Unitfn DynamicRayCastVehicleController3::set_steering_value(self : DynamicRayCastVehicleController3, wheel_id : Int, steering : Float) -> Unitfn DynamicRayCastVehicleController3::update_vehicle(self : DynamicRayCastVehicleController3, dt : Float, queries : QueryPipelineMut, bodies : RigidBodySet, colliders : ColliderSet) -> Unitfn DynamicRayCastVehicleController3::wheels(self : DynamicRayCastVehicleController3) -> Array[Wheel3]pub struct DynamicRayCastVehicleController3DReal {
wheels : Array[Wheel3DReal]
forward_ws : Array[Vec3]
axle_ws : Array[Vec3]
current_vehicle_speed : Float
chassis : RigidBodyHandle
index_up_axis : Int
index_forward_axis : Int
}fn DynamicRayCastVehicleController3DReal::DynamicRayCastVehicleController3DReal(chassis : RigidBodyHandle) -> DynamicRayCastVehicleController3DRealfn DynamicRayCastVehicleController3DReal::add_wheel(self : DynamicRayCastVehicleController3DReal, chassis_connection_cs : Vec3, direction_cs : Vec3, axle_cs : Vec3, suspension_rest_length : Float, radius : Float, tuning : WheelTuning) -> Intfn DynamicRayCastVehicleController3DReal::set_brake(self : DynamicRayCastVehicleController3DReal, wheel_id : Int, brake : Float) -> Unitfn DynamicRayCastVehicleController3DReal::set_engine_force(self : DynamicRayCastVehicleController3DReal, wheel_id : Int, force : Float) -> Unitfn DynamicRayCastVehicleController3DReal::set_steering_value(self : DynamicRayCastVehicleController3DReal, wheel_id : Int, steering : Float) -> Unitfn DynamicRayCastVehicleController3DReal::update_vehicle(self : DynamicRayCastVehicleController3DReal, dt : Float, queries : QueryPipelineMut3DReal, bodies : RigidBodySet3D, colliders : ColliderSet3D) -> Unitfn DynamicRayCastVehicleController3DReal::wheels(self : DynamicRayCastVehicleController3DReal) -> Array[Wheel3DReal]fn DynamicRayCastVehicleController3DReal::wheels_mut(self : DynamicRayCastVehicleController3DReal) -> Array[Wheel3DReal]#alias(EffectiveCharacterMovement)
pub struct EffectiveMovement {
translation : Vec2
grounded : Bool
is_sliding_down_slope : Bool
}pub struct EffectiveMovement3DReal {
translation : Vec3
grounded : Bool
is_sliding_down_slope : Bool
}pub struct KinematicCharacterController {
up : Vec2
offset : CharacterLength
slide : Bool
max_slope_climb_angle : Float
min_slope_slide_angle : Float
snap_to_ground : CharacterLength?
autostep : CharacterAutostep?
normal_nudge_factor : Float
}fn KinematicCharacterController::move_shape(self : KinematicCharacterController, dt : Float, query : QueryPipeline, bodies : RigidBodySet, colliders : ColliderSet, shape : Shape, position : Isometry2, translation : Vec2, handle_collision : (CharacterCollision) -> Unit) -> EffectiveMovementfn KinematicCharacterController::solve_character_collision_impulses(self : KinematicCharacterController, dt : Float, query : QueryPipeline, bodies : RigidBodySet, colliders : ColliderSet, character_shape : Shape, character_mass : Float, collisions : Array[CharacterCollision]) -> Unitfn KinematicCharacterController::with_autostep(self : KinematicCharacterController, autostep : CharacterAutostep?) -> KinematicCharacterControllerfn KinematicCharacterController::with_max_slope_climb_angle(self : KinematicCharacterController, angle : Float) -> KinematicCharacterControllerfn KinematicCharacterController::with_min_slope_slide_angle(self : KinematicCharacterController, angle : Float) -> KinematicCharacterControllerfn KinematicCharacterController::with_normal_nudge_factor(self : KinematicCharacterController, normal_nudge_factor : Float) -> KinematicCharacterControllerfn KinematicCharacterController::with_offset(self : KinematicCharacterController, offset : CharacterLength) -> KinematicCharacterControllerfn KinematicCharacterController::with_slide(self : KinematicCharacterController, slide : Bool) -> KinematicCharacterControllerfn KinematicCharacterController::with_snap_to_ground(self : KinematicCharacterController, snap : CharacterLength?) -> KinematicCharacterControllerfn KinematicCharacterController::with_up(self : KinematicCharacterController, up : Vec2) -> KinematicCharacterControllerpub struct KinematicCharacterController3DReal {
up : Vec3
offset : CharacterLength
slide : Bool
autostep : CharacterAutostep?
max_slope_climb_angle : Float
min_slope_slide_angle : Float
snap_to_ground : CharacterLength?
normal_nudge_factor : Float
}fn KinematicCharacterController3DReal::KinematicCharacterController3DReal() -> KinematicCharacterController3DRealfn KinematicCharacterController3DReal::move_shape(self : KinematicCharacterController3DReal, dt : Float, query : QueryPipeline3DReal, bodies : RigidBodySet3D, colliders : ColliderSet3D, shape : Shape3D, position : Isometry3, translation : Vec3, handle_collision : (CharacterCollision3DReal) -> Unit) -> EffectiveMovement3DRealfn KinematicCharacterController3DReal::solve_character_collision_impulses(self : KinematicCharacterController3DReal, dt : Float, query : QueryPipeline3DReal, bodies : RigidBodySet3D, colliders : ColliderSet3D, character_shape : Shape3D, character_mass : Float, collisions : Array[CharacterCollision3DReal]) -> Unitfn KinematicCharacterController3DReal::with_autostep(self : KinematicCharacterController3DReal, autostep : CharacterAutostep?) -> KinematicCharacterController3DRealfn KinematicCharacterController3DReal::with_max_slope_climb_angle(self : KinematicCharacterController3DReal, angle : Float) -> KinematicCharacterController3DRealfn KinematicCharacterController3DReal::with_min_slope_slide_angle(self : KinematicCharacterController3DReal, angle : Float) -> KinematicCharacterController3DRealfn KinematicCharacterController3DReal::with_normal_nudge_factor(self : KinematicCharacterController3DReal, nudge : Float) -> KinematicCharacterController3DRealfn KinematicCharacterController3DReal::with_offset(self : KinematicCharacterController3DReal, offset : CharacterLength) -> KinematicCharacterController3DRealfn KinematicCharacterController3DReal::with_slide(self : KinematicCharacterController3DReal, slide : Bool) -> KinematicCharacterController3DRealfn KinematicCharacterController3DReal::with_snap_to_ground(self : KinematicCharacterController3DReal, snap : CharacterLength?) -> KinematicCharacterController3DRealfn KinematicCharacterController3DReal::with_up(self : KinematicCharacterController3DReal, up : Vec3) -> KinematicCharacterController3DRealfn PdController::angular_rigid_body_correction(self : PdController, rb : RigidBody, target_rot : Rot2, target_angvel : Float) -> Floatfn PdController::correction(self : PdController, pose_errors : PdErrors, vel_errors : PdErrors) -> RigidBodyVelocityfn PdController::linear_rigid_body_correction(self : PdController, rb : RigidBody, target_pos : Vec2, target_linvel : Vec2) -> Vec2fn PdController::rigid_body_correction(self : PdController, rb : RigidBody, target_pose : Isometry2, target_vels : RigidBodyVelocity) -> RigidBodyVelocitypub(all) struct PidController {
pd : PdController
lin_integral : Vec2
ang_integral : Float
lin_ki : Vec2
ang_ki : Float
}fn PidController::PidController(kp : Float, ki : Float, kd : Float, axes : AxesMask) -> PidControllerfn PidController::angular_rigid_body_correction(self : PidController, dt : Float, rb : RigidBody, target_rot : Rot2, target_angvel : Float) -> Floatfn PidController::correction(self : PidController, dt : Float, pose_errors : PdErrors, vel_errors : PdErrors) -> RigidBodyVelocityfn PidController::linear_rigid_body_correction(self : PidController, dt : Float, rb : RigidBody, target_pos : Vec2, target_linvel : Vec2) -> Vec2fn PidController::rigid_body_correction(self : PidController, dt : Float, rb : RigidBody, target_pose : Isometry2, target_vels : RigidBodyVelocity) -> RigidBodyVelocitypub struct RayCastInfo {
contact_normal_ws : Vec2
contact_point_ws : Vec2
suspension_length : Float
hard_point_ws : Vec2
is_in_contact : Bool
ground_object : ColliderHandle?
}pub struct RayCastInfo3 {
contact_normal_ws : Vec3
contact_point_ws : Vec3
suspension_length : Float
hard_point_ws : Vec3
is_in_contact : Bool
ground_object : ColliderHandle?
}pub struct RayCastInfo3DReal {
contact_normal_ws : Vec3
contact_point_ws : Vec3
suspension_length : Float
hard_point_ws : Vec3
is_in_contact : Bool
ground_object : ColliderHandle3D?
}pub struct Wheel {
raycast_info : RayCastInfo
center : Vec2
wheel_direction_ws : Vec2
chassis_connection_point_cs : Vec2
direction_cs : Vec2
suspension_rest_length : Float
max_suspension_travel : Float
radius : Float
suspension_stiffness : Float
damping_compression : Float
damping_relaxation : Float
friction_slip : Float
max_suspension_force : Float
rotation : Float
delta_rotation : Float
clipped_inv_contact_dot_suspension : Float
suspension_relative_velocity : Float
wheel_suspension_force : Float
forward_impulse : Float
engine_force : Float
brake : Float
}pub struct Wheel3 {
raycast_info : RayCastInfo3
center : Vec3
wheel_direction_ws : Vec3
wheel_axle_ws : Vec3
chassis_connection_point_cs : Vec3
direction_cs : Vec3
axle_cs : Vec3
suspension_rest_length : Float
max_suspension_travel : Float
radius : Float
suspension_stiffness : Float
damping_compression : Float
damping_relaxation : Float
friction_slip : Float
side_friction_stiffness : Float
max_suspension_force : Float
rotation : Float
delta_rotation : Float
roll_influence : Float
clipped_inv_contact_dot_suspension : Float
suspension_relative_velocity : Float
wheel_suspension_force : Float
skid_info : Float
forward_impulse : Float
side_impulse : Float
steering : Float
engine_force : Float
brake : Float
}pub struct Wheel3DReal {
raycast_info : RayCastInfo3DReal
center : Vec3
wheel_direction_ws : Vec3
wheel_axle_ws : Vec3
chassis_connection_point_cs : Vec3
direction_cs : Vec3
axle_cs : Vec3
suspension_rest_length : Float
max_suspension_travel : Float
radius : Float
suspension_stiffness : Float
damping_compression : Float
damping_relaxation : Float
friction_slip : Float
side_friction_stiffness : Float
max_suspension_force : Float
rotation : Float
delta_rotation : Float
roll_influence : Float
clipped_inv_contact_dot_suspension : Float
suspension_relative_velocity : Float
wheel_suspension_force : Float
skid_info : Float
forward_impulse : Float
side_impulse : Float
steering : Float
engine_force : Float
brake : Float
}pub struct WheelTuning {
suspension_stiffness : Float
suspension_compression : Float
suspension_damping : Float
max_suspension_travel : Float
side_friction_stiffness : Float
friction_slip : Float
max_suspension_force : Float
}fn WheelTuning::with_max_suspension_force(self : WheelTuning, max_suspension_force : Float) -> WheelTuningfn WheelTuning::with_max_suspension_travel(self : WheelTuning, max_suspension_travel : Float) -> WheelTuningfn WheelTuning::with_side_friction_stiffness(self : WheelTuning, side_friction_stiffness : Float) -> WheelTuningfn WheelTuning::with_suspension_compression(self : WheelTuning, suspension_compression : Float) -> WheelTuningfn WheelTuning::with_suspension_damping(self : WheelTuning, suspension_damping : Float) -> WheelTuningfn WheelTuning::with_suspension_stiffness(self : WheelTuning, suspension_stiffness : Float) -> WheelTuning