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# ceiling
Single-ray ceiling-detection helper for the character controller.
Casts upward from the character's head to detect overhead obstacles
(head bonk, low clearance). No state.
## Exports
- `M.cast(x: number, y: number, z: number, height: number, skinWidth: number, selfId: string) -> hit?` —
cast a ray from `(x, y + height - skinWidth, z)` upward for
`skinWidth * 2`. Returns the raycast hit table or `nil`.
## Usage
```luau
local Ceiling = require("@builtin::systems.characterController.characterController.physics.ceiling")
local hit = Ceiling.cast(px, py, pz, 1.8, 0.01, selfId)
if hit then
-- head bonk: zero out upward velocity
end
```
## Notes
- Pure function — no module state, no side effects beyond the engine
raycast itself.
- The ray is intentionally short (`skinWidth * 2`) so a head-bonk
check only fires when the character is actively pressing up
against a ceiling, not when there is ambient overhead geometry
far above.
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# ground
Ground-probing and slope-math helpers for the character controller.
A downward raycast helper plus two pure vector helpers (slope angle,
plane projection). No state.
## Exports
- `M.cast(x: number, y: number, z: number, skinWidth: number, maxDist: number, selfId: string, riseDist: number?) -> hit?` —
cast a ray downward from `(x, y + riseDist + skinWidth, z)`, reaching
`maxDist` below the feet. The returned hit's `distance` is adjusted to
be relative to the feet, not the ray origin, and is negative for
ground standing above them.
- `M.slopeAngle(nx: number, ny: number, nz: number) -> number` —
degrees between the supplied normal and world up. Returns 0 on a
zero-length normal.
- `M.projectOnSlope(moveX, moveY, moveZ, normalX, normalY, normalZ) -> (number, number, number)` —
project a movement vector onto the plane perpendicular to a normal:
`v - (v . n) * n`.
## Usage
```luau
local Ground = require("@builtin::systems.characterController.characterController.physics.ground")
local hit = Ground.cast(px, py, pz, 0.01, 0.2, selfId)
if hit then
local angle = Ground.slopeAngle(hit.normal.x, hit.normal.y, hit.normal.z)
if angle <= 45 then
-- walkable
end
end
local px, py, pz = Ground.projectOnSlope(dx, 0, dz, nx, ny, nz)
```
## Notes
- `cast` shifts the origin up by `skinWidth` to avoid starting the ray
inside the ground when the character is sitting on a contact, then
subtracts `skinWidth` back off `hit.distance` so callers see the
true distance from the feet.
- `riseDist` raises the origin further, so the ray also covers ground
that stands above the feet — the ground a walking character climbs
into. A hit up there reports a negative `distance`: how far the
character rises to stand on it.
- `slopeAngle` clamps `cos(angle)` into `[-1, 1]` before `acos` —
callers don't need to normalise the input.
- `projectOnSlope` does not normalise the surface normal; callers
should pass a unit normal (raycast normals already are).
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# walls
Wall-detection and slide helpers for the character controller. Sweeps
the character's own capsule along the movement direction, probes a
single height with a horizontal ray, and slides a movement vector along
a wall normal. No state.
## Exports
- `M.castBody(x: number, y: number, z: number, dirX: number, dirZ: number, height: number, radius: number, skinWidth: number, maxSlopeAngle: number, selfId: string) -> hit?` —
sweep the capsule spanning the character from the top of the ground
band above `(x, y, z)` (its feet) up to `y + height`, reaching
`skinWidth` past its own surface. Returns the wall standing across the
path, or `nil` when the path is clear.
- `M.castDirection(x: number, y: number, z: number, dirX: number, dirZ: number, radius: number, skinWidth: number, selfId: string) -> hit?` —
single horizontal ray of length `radius + skinWidth`, from whichever
sample height the caller passes.
- `M.slideAlongWall(moveX: number, moveZ: number, normalX: number, normalZ: number) -> (number, number)` —
strip the component of `move` going into the wall (`v - (v . n) * n`,
XZ only). Returns input unchanged when `dot >= 0` or the XZ-normal
is effectively zero.
## Usage
```luau
local Walls = require("@builtin::systems.characterController.characterController.physics.walls")
local hit = Walls.castBody(px, py, pz, dirX, dirZ, 1.8, 0.3, 0.01, 45, selfId)
if hit then
local slideX, slideZ = Walls.slideAlongWall(dx, dz, hit.normal.x, hit.normal.z)
end
```
## Notes
- `castBody` sweeps the whole body, so an opening narrower than
`2 * radius` stops the character even when nothing stands on the
centre line — two cabinets 6 cm apart are a wall, not a doorway.
- A contact whose surface faces up or down — the ramps the character
walks up, to `maxSlopeAngle`, and anything directly overhead —
belongs to the ground and ceiling passes. `castBody` sweeps on past
those, so a body on a ramp still reports the wall ahead of it.
- `castBody` starts its sweep above the ground band: a cap of `radius`
resting on ground of angle `a` reaches `radius * (1 / cos(a) - 1)`
below the surface uphill of it, and a sweep begun inside a surface
describes the shortest way out of that overlap instead of the surface
standing across the path. The band is measured at `maxSlopeAngle`, the
steepest ground the character walks, and the ground and step passes own
everything under it.
- `slideAlongWall` normalises the wall normal in XZ; callers don't
need to pre-normalise. The Y component of the normal is ignored
because slide-along is a horizontal operation.
- The slide helper returns the input movement unchanged whenever the
movement isn't pressing into the wall — there's no "stick to wall"
behaviour, only "don't pass through".
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backing path · systems/characterController.package/characterController.module/physics.module
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