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@fibbojs / 3d / FCharacterControllerKP

Class: FCharacterControllerKP

A pre-defined character controller based on a Kinematic Position RigidBody.

Example

ts
import { FCapsule, FCharacterControllerKP, FScene } from '@fibbojs/3d'

const scene = new FScene()

const capsule = new FCapsule()
capsule.controller = new FCharacterControllerKP()
scene.addComponent(capsule)

Extends

Constructors

new FCharacterControllerKP()

new FCharacterControllerKP(options): FCharacterControllerKP

Parameters

options: FCharacterControllerOptions

Returns

FCharacterControllerKP

Overrides

FCharacterControllerK.constructor

Defined in

3d/src/controllers/FCharacterControllerKP.ts:21

Methods

frame()

frame(delta): void

Update the controller. Should be called every frame. The purpose of this method is to update the component transform based on the controller logic.

Parameters

delta: number

The time since the last frame.

Returns

void

Overrides

FCharacterControllerK.frame

Defined in

3d/src/controllers/FCharacterControllerKP.ts:32


getCorrectedMovements()

getCorrectedMovements(delta): FVector3

Return the corrected movements for the current frame.

Parameters

delta: number

Returns

FVector3

Inherited from

FCharacterControllerK.getCorrectedMovements

Defined in

3d/src/controllers/FCharacterControllerK.ts:66


getCorrectedRotation()

getCorrectedRotation(): Quaternion

Return the corrected rotation for the current frame. Uses the camera so the character nevers faces the camera.

Returns

Quaternion

Inherited from

FCharacterControllerK.getCorrectedRotation

Defined in

3d/src/controllers/FCharacterController.ts:125

Properties

__LAST_IS_GROUNDED__

__LAST_IS_GROUNDED__: boolean

Tells if the character was grounded in the last frame.

Inherited from

FCharacterControllerK.__LAST_IS_GROUNDED__

Defined in

3d/src/controllers/FCharacterControllerK.ts:30


__RUN_IN_PHYSIC_PIPELINE__

__RUN_IN_PHYSIC_PIPELINE__: boolean

True if the controller should run in the physic pipeline.

Inherited from

FCharacterControllerK.__RUN_IN_PHYSIC_PIPELINE__

Defined in

core/dist/index.d.ts:20


characterController

characterController: KinematicCharacterController

The character controller that will be used to move the character.

Inherited from

FCharacterControllerK.characterController

Defined in

3d/src/controllers/FCharacterControllerK.ts:21


component

component: FComponent

The component attached to the controller. It is redefined here to get the correct type (with 3D properties).

Inherited from

FCharacterControllerK.component

Defined in

3d/src/controllers/FController.ts:17


inputs

inputs: object

The inputs that will be used to move the character.

backward

backward: boolean

forward

forward: boolean

left

left: boolean

right: boolean

Inherited from

FCharacterControllerK.inputs

Defined in

3d/src/controllers/FCharacterController.ts:24


isGrounded

isGrounded: boolean

Tells if the character is grounded.

Inherited from

FCharacterControllerK.isGrounded

Defined in

3d/src/controllers/FCharacterControllerK.ts:26


scene

scene: FScene

The scene where the character is.

Inherited from

FCharacterControllerK.scene

Defined in

3d/src/controllers/FCharacterController.ts:39


speed

speed: number

The speed of the character.

Inherited from

FCharacterControllerK.speed

Defined in

3d/src/controllers/FCharacterController.ts:34


yVelocity

yVelocity: number

The y velocity of the character. Used to apply gravity.

Inherited from

FCharacterControllerK.yVelocity

Defined in

3d/src/controllers/FCharacterControllerK.ts:16