| KinematicCharacterControllerMove Method |
Moves the character to a new position while avoiding penetrations and sliding along
obstacles.
Namespace: DigitalRune.Physics.SpecializedAssembly: DigitalRune.Physics.Specialized (in DigitalRune.Physics.Specialized.dll) Version: 1.10.0.0 (1.10.0.0)
Syntax public void Move(
Vector3F moveVelocity,
float jumpVelocity,
float deltaTime
)
Public Sub Move (
moveVelocity As Vector3F,
jumpVelocity As Single,
deltaTime As Single
)
public:
void Move(
Vector3F moveVelocity,
float jumpVelocity,
float deltaTime
)
member Move :
moveVelocity : Vector3F *
jumpVelocity : float32 *
deltaTime : float32 -> unit
Parameters
- moveVelocity
- Type: DigitalRune.Mathematics.AlgebraVector3F
The desired linear walk or fly velocity. - jumpVelocity
- Type: SystemSingle
The jump velocity. Set a velocity vector to let the character jump. The character will only
jump if it starts on the ground. If gravity is turned off, the character will fly into the
given direction.
- deltaTime
- Type: SystemSingle
The size of the time step.
Remarks
This method does nothing if the character controller is disabled.
This method tries to move with the given moveVelocity. It will slide on
obstacles, it will try to step up/down obstacles, and it will be affected by gravity. If the
gravity is non-zero, the character is "walking". It will not walk up planes that are steeper
than the SlopeLimit. It will try to follow upward/downward steps within the
StepHeight. If the gravity is 0, the character is "flying" and the
SlopeLimit and StepHeight are not applied.
If the moveVelocity is a zero vector, only gravity will be applied.
See Also