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group2 0.1.0
CSE 125 Group 2
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Implementation of the rigid-body dynamics tick. More...
#include "ecs/systems/DynamicsSystem.hpp"#include "ecs/components/CollisionShape.hpp"#include "ecs/components/Orientation.hpp"#include "ecs/components/Position.hpp"#include "ecs/components/RigidBody.hpp"#include "ecs/components/Velocity.hpp"#include "ecs/physics/ContactCache.hpp"#include "ecs/physics/Joints.hpp"#include "ecs/physics/PhysicsConstants.hpp"#include "ecs/physics/RagdollPbd.hpp"#include "ecs/physics/Sleep.hpp"#include "ecs/physics/Solver.hpp"#include "ecs/physics/SweptCollision.hpp"#include <glm/geometric.hpp>Namespaces | |
| namespace | systems |
| Client-only input sampling system — split into two halves so mouse look can run every iterate() (smooth camera at any FPS) while movement keys run once per physics tick group (server-consistent). | |
Functions | |
| void | systems::runDynamics (Registry ®istry, float dt, const physics::WorldGeometry &world, physics::ContactCache &cache, const physics::SolverConfig &solverCfg, const physics::SleepConfig &sleepCfg) |
| One physics tick for rigid-body dynamic entities. | |
Implementation of the rigid-body dynamics tick.