Private _applyPrivate _characterPrivate bodiesPrivate broadPrivate collidersPrivate narrowPrivate paramsPrivate rawPrivate rawComputes the movement the given collider is able to execute after hitting and sliding on obstacles.
The collider to move.
The desired collider movement.
Optional filterFlags: QueryFilterFlagsFlags for excluding whole subsets of colliders from the obstacles taken into account.
Optional filterGroups: numberGroups for excluding colliders with incompatible collision groups from the obstacles taken into account.
Optional filterPredicate: ((collider) => boolean)Any collider for which this closure returns false will be excluded from the
obstacles taken into account.
Returns the collision against one of the obstacles detected along the path of the last
call to this.computeColliderMovement.
The i-th collision will be returned.
Optional out: CharacterCollisionIf this argument is set, it will be filled with the collision information.
Enabled automatically stepping over small objects.
The maximum step height a character can automatically step over.
The minimum width of free space that must be available after stepping on a stair.
Can the character automatically step over dynamic bodies too?
Set the mass of the character to be used for impulse resolution if self.applyImpulsesToDynamicBodies
is set to true.
If no character mass is set explicitly (or if it is set to null) it is automatically assumed to be equal
to the mass of the rigid-body the character collider is attached to; or equal to 0 if the character collider
isn’t attached to any rigid-body.
The mass to set.
Sets the direction that goes "up". Used to determine where the floor is, and the floor’s angle.
A character controller for controlling kinematic bodies and parentless colliders by hitting and sliding against obstacles.