Difference between revisions of "Apply Character Impulse (LogiX node)"
(Created page with "<languages></languages> <translate> The '''Apply Character Impulse''' node. <!--[[File:|border|256px|right]]--> == Inputs & Outputs == {| class="wikitable" |+Inputs |- | Col...") |
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+ | {{Infobox Logix Node | ||
+ | | Name = Apply Character Impulse | ||
+ | | Image =[[File: ApplyCharacterImpulseNode.png | noframe | 128px | 'Apply Character Impulse' LogiX node ]] | ||
+ | | Input0Type = Impulse | Input0Name = Apply | ||
+ | | Input1Type = Float3 | Input1Name = Impulse | ||
+ | | Input2Type = CharacterController | Input2Name = Character | ||
+ | | Input3Type = Bool | Input3Name = IgnoreMass | ||
+ | | Output0Type = Impulse | Output0Name = OnDone | ||
+ | }} | ||
− | <!--[[ | + | <!--T:2--> |
+ | The '''Apply Character Impulse''' node changes the linear velocity of the input <code>Character</code> [[CharacterController (Component)]] proportional to the value of the input <code>Impulse</code> when an impulse is received at <code>Apply</code>. | ||
− | == | + | == Usage == <!--T:3--> |
− | + | The <code>IgnoreMass</code> input determines whether the Mass field on any associated collider (must be on the same Slot as the <code>Character</code> and must have Type <code>CharacterController</code>) is taken into account when calculating the resulting velocity. If true, the MassScaling Enum value on the <code>Character</code> will also be taken into account and the effective mass value scaled by the <code>Character</code> Slot's global scale. Default is False. | |
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− | + | <!--T:6--> | |
+ | The <code>OnDone</code> output fires an impulse when the velocity of the input <code>CharacterController</code> has been changed as a result of an impulse received at <code>Apply</code>. No impulse will be fired if there is no valid <code>CharacterController</code> input. | ||
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− | == Node Menu == | + | <!--T:7--> |
+ | If <code>IgnoreMass</code> is False, the change in velocity of the <code>Character</code> is the input <code>Impulse</code> divided by the CharacterCollider's effective mass. If <code>IgnoreMass</code> is True, the change in velocity of the <code>Character</code> is the input <code>Impulse</code>. | ||
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+ | <!--T:8--> | ||
+ | Note that for the input <code>CharacterController</code> to be affected, the impulse received at <code>Apply</code> must be owned by the <code>SimulatingUser</code> set in the referenced CharacterController component. For an explanation, see [https://github.com/Neos-Metaverse/NeosPublic/issues/3197#issuecomment-944923044 Frooxius' comment on GitHub] | ||
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+ | == Examples == <!--T:4--> | ||
+ | |||
+ | == Node Menu == <!--T:5--> | ||
</translate> | </translate> | ||
− | + | [[Category:LogiX{{#translation:}}|Apply Character Impulse]] | |
− | [[Category:LogiX|Apply Character Impulse]] | + | [[Category:LogiX:Physics{{#translation:}}|Apply Character Impulse]] |
− | [[Category:LogiX: Physics|Apply Character Impulse]] | ||
{{:NodeMenu-Physics}} | {{:NodeMenu-Physics}} |
Latest revision as of 03:45, 20 February 2022
Apply Character Impulse | ||
---|---|---|
Inputs | ||
Impulse | Apply | |
Float3 | Impulse | |
CharacterController | Character | |
Bool | IgnoreMass | |
Outputs | ||
Impulse | OnDone |
The Apply Character Impulse node changes the linear velocity of the input Character
CharacterController (Component) proportional to the value of the input Impulse
when an impulse is received at Apply
.
Usage
The IgnoreMass
input determines whether the Mass field on any associated collider (must be on the same Slot as the Character
and must have Type CharacterController
) is taken into account when calculating the resulting velocity. If true, the MassScaling Enum value on the Character
will also be taken into account and the effective mass value scaled by the Character
Slot's global scale. Default is False.
The OnDone
output fires an impulse when the velocity of the input CharacterController
has been changed as a result of an impulse received at Apply
. No impulse will be fired if there is no valid CharacterController
input.
If IgnoreMass
is False, the change in velocity of the Character
is the input Impulse
divided by the CharacterCollider's effective mass. If IgnoreMass
is True, the change in velocity of the Character
is the input Impulse
.
Note that for the input CharacterController
to be affected, the impulse received at Apply
must be owned by the SimulatingUser
set in the referenced CharacterController component. For an explanation, see Frooxius' comment on GitHub