MCPcopy Create free account

hub / github.com/PROMETHIA-27/bevy_mod_wanderlust / functions

Functions87 in github.com/PROMETHIA-27/bevy_mod_wanderlust

↓ 18 callersMethodget
Calculate strength, prevents overshooting.
src/spring.rs:28
↓ 7 callersMethodcurrent
Ground we are currently touching
src/controller/ground.rs:188
↓ 6 callersMethodmax
Maximum strength that can be applied.
src/spring.rs:23
↓ 3 callersMethodviable
Cast has a viable normal based on a max angle.
src/controller/ground.rs:432
↓ 2 callersMethodcast
Find the first ground we can cast to.
src/controller/ground.rs:578
↓ 2 callersMethoddamp_coefficient
Get the correct damping coefficient for our damping ratio. See [`Spring`]'s damping for more information on the ratio.
src/spring.rs:100
↓ 2 callersMethoddown_tangent
Get the tangential normal biased downwards.
src/controller/ground.rs:424
↓ 2 callersFunctionsteps
( transform: Transform, step_increment: f32, width: f32, steps: u32, commands: &mut Comman
examples/playground.rs:388
↓ 2 callersMethoduncapped
Calculate strength without capping before we overshoot and start extrapolating.
src/spring.rs:36
↓ 2 callersMethodupdate
Update the ground depending on the current ground cast.
src/controller/ground.rs:166
↓ 1 callersMethodcan_jump
Can we jump right now?
src/controller/movement.rs:307
↓ 1 callersMethodcast_iters
Ground cast
src/controller/ground.rs:538
↓ 1 callersMethodcast_ray
A fallback to a simple raycasting downwards. Used in the case that we are unable to correct penetration.
src/controller/ground.rs:690
↓ 1 callersMethodcast_shape
Cast a shape downwards using the parameters.
src/controller/ground.rs:650
↓ 1 callersFunctioncontact_manifolds
Get a list of contacts for a given shape.
src/controller/ground.rs:468
↓ 1 callersMethodcorrect_penetrations
Push the ground cast parameteres out of any colliders it is penetrating.
src/controller/ground.rs:631
↓ 1 callersMethodcritical_damping_point
The damping coefficient that will just reach the target without overshooting.
src/spring.rs:92
↓ 1 callersMethoddecay_multiplier
Jump force decay multiplier.
src/controller/movement.rs:331
↓ 1 callersMethodforce_scale
Calculate force scale.
src/controller/movement.rs:47
↓ 1 callersMethodin_schedule
Adds the controller systems to the provided schedule rather than `Update`.
src/plugins.rs:35
↓ 1 callersMethodinto_last
Archive this ground cast.
src/controller/ground.rs:178
↓ 1 callersMethodjump_progress
0..1 progress of the current jump.
src/controller/movement.rs:326
↓ 1 callersMethodjumping
Are we currently jumping?
src/controller/movement.rs:302
↓ 1 callersMethodlast
Last ground we touched, this includes the ground we are currently touching.
src/controller/ground.rs:196
↓ 1 callersMethodreset_jump
Reset the jumping state.
src/controller/movement.rs:320
↓ 1 callersMethodsample_normals
Sample a couple of points around the contact point. This way we get more reliable normals by averaging rather than relying on just the shapecast (whi
src/controller/ground.rs:728
↓ 1 callersMethodslide
Adjust to cast down the slope of the currently found ground. This is used so the controller doesn't repeatedly fall down a slope despite there being
src/controller/ground.rs:710
↓ 1 callersMethodtick_timers
Tick down timers by `dt`/delta time.
src/controller/movement.rs:288
↓ 1 callersMethodviable_cast
Robust viable ground casting.
src/controller/ground.rs:610
↓ 1 callersMethodviable_cast_iters
Robust viable ground casting, will try multiple times if the cast fails to find viable ground.
src/controller/ground.rs:557
Functionaccumulate_forces
Add all forces together into a single force to be applied to the physics engine.
src/controller/mod.rs:109
Functionapply_forces
Apply forces to the controller to make it float, move, jump, etc.
src/rapier.rs:63
Functionapply_ground_forces
Apply the opposing ground force to the entity we are pushing off of to float.
src/rapier.rs:75
Methodbuild
(&self, app: &mut App)
src/plugins.rs:52
Methodcharacter
Construct this bundle with [`ControllerSettings::character()`]
src/bundles.rs:47
Functioncontrolled_platform
( input: Res<Input<KeyCode>>, mut controlled: Query<(&mut Velocity, &Controlled)>, )
examples/playground.rs:653
Methoddefault
()
src/spring.rs:82
Methoddefault
()
src/bundles.rs:30
Methoddefault
()
src/plugins.rs:42
Methoddefault
()
src/physics.rs:47
Methoddefault
()
src/rapier.rs:35
Methoddefault
()
src/controller/gravity.rs:20
Methoddefault
()
src/controller/mod.rs:62
Methoddefault
()
src/controller/movement.rs:35
Methoddefault
()
src/controller/ground.rs:46
Methoddefault
()
src/controller/orientation.rs:25
Methoddefault
()
examples/playground.rs:646
Functiondetermine_groundedness
Are we currently touching the ground with a fudge factor included.
src/controller/ground.rs:367
Functionfind_ground
Performs groundcasting and updates controller state accordingly.
src/controller/ground.rs:220
Functionfloat_force
Calculate "floating" force, as seen [here](https://www.youtube.com/watch?v=qdskE8PJy6Q)
src/controller/orientation.rs:47
Functionfree_objects
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/playground.rs:239
Methodfrom
(intersection: RayIntersection)
src/controller/ground.rs:458
Methodfrom_cast
Construct a `Ground` based on the results of `GroundCastParams`.
src/controller/ground.rs:81
Methodfrom_toi1
Use the first shape in the shape-cast as the cast result.
src/controller/ground.rs:439
Methodfrom_toi2
Use the second shape in the shape-cast as the cast result.
src/controller/ground.rs:448
Functionget_mass_from_rapier
Sync rapier masses over to our masses.
src/rapier.rs:92
Functionget_velocity_from_rapier
Sync rapier velocities over to our velocities.
src/rapier.rs:101
Functiongravity_force
Calculate gravity force.
src/controller/gravity.rs:37
Functionground
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/playground.rs:268
Methodin_fixed_schedule
Adds the controller systems to the `FixedUpdate` schedule rather than `Update`.
src/plugins.rs:30
Functioninput
( mut body: Query<(&mut ControllerInput, &GlobalTransform, &mut ExternalImpulse)>, input: Res<Input<Ke
examples/starship.rs:109
Functionjump_force
Calculate the jump force for the controller.
src/controller/movement.rs:349
Functionlights
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/playground.rs:326
Functionmain
()
examples/playground.rs:19
Functionmain
()
examples/first_person.rs:18
Functionmain
()
examples/starship.rs:12
Functionmouse_look
( globals: Query<&GlobalTransform>, mut cam: Query<(&mut Transform, &mut PlayerCam)>, mut upright:
examples/playground.rs:720
Functionmouse_look
( mut cam: Query<&mut Transform, With<PlayerCam>>, mut body: Query<&mut Transform, (With<PlayerBody>,
examples/first_person.rs:263
Functionmovement_force
Calculates the movement forces for this controller.
src/controller/movement.rs:75
Functionmovement_input
( mut body: Query<(&mut ControllerInput, &mut Movement), With<PlayerBody>>, camera: Query<&PlayerCam>,
examples/playground.rs:683
Functionmovement_input
( mut body: Query<&mut ControllerInput, With<PlayerBody>>, camera: Query<&GlobalTransform, (With<Playe
examples/first_person.rs:235
Functionmoving_objects
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/playground.rs:553
Functionoscillating
(time: Res<Time>, mut oscillators: Query<(&mut Velocity, &Oscillator)>)
examples/playground.rs:672
Functionplayer
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/playground.rs:134
Functionsetup
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/first_person.rs:75
Functionsetup
( mut c: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMaterial>>,
examples/starship.rs:46
Functionsetup_physics_context
Note: Most users will not need to use this directly. Use [`WanderlustPlugin`](crate::plugins::WanderlustPlugin) instead. Alternatively, if one only wa
src/plugins.rs:120
Functionslopes
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/playground.rs:497
Functionstairs
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/playground.rs:346
Methodstarship
Construct this bundle with [`ControllerSettings::starship()`]
src/bundles.rs:52
Functiontoggle_cursor_lock
( input: Res<Input<KeyCode>>, mut windows: Query<&mut Window, With<PrimaryWindow>>, )
examples/playground.rs:749
Functiontoggle_cursor_lock
( input: Res<Input<KeyCode>>, mut windows: Query<&mut Window, With<PrimaryWindow>>, )
examples/first_person.rs:297
Functiontoggle_cursor_lock
( input: Res<Input<KeyCode>>, mut windows: Query<&mut Window, With<PrimaryWindow>>, )
examples/starship.rs:155
Functionupright_force
Make sure the controller stays upright/does not tilt or fall over on its side.
src/controller/orientation.rs:119
Functionwalls
( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut mats: ResMut<Assets<StandardMateri
examples/playground.rs:428
Methodwith_default_system_setup
Specifies whether the plugin should setup each of its [`PhysicsStages`] (`true`), or if the user will set them up later (`false`). The default value
src/plugins.rs:24
Methodwith_tweaks
Apply tweaks to rapier (`true`) to try to avoid some jitters/issues.
src/plugins.rs:15