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group2 0.1.0
CSE 125 Group 2
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Capsule KCC implementation over static world geometry. More...
#include "ecs/systems/KinematicCharacterController.hpp"#include "ecs/components/PlayerSimState.hpp"#include "ecs/physics/DebugCollisionDraw.hpp"#include "ecs/physics/Movement.hpp"#include "ecs/physics/PhaseDiagnostic.hpp"#include "ecs/physics/PhysicsConstants.hpp"#include <algorithm>#include <array>#include <chrono>#include <cmath>#include <cstdint>#include <glm/geometric.hpp>#include <span>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 | |
| physics::KccFrameResult | systems::runKinematicCharacterController (glm::vec3 &pos, glm::vec3 &vel, const CollisionShape &shape, PlayerVisState &state, float dt, const physics::WorldGeometry &world, entt::entity entity, bool jumpedThisTick, PlayerSimState *simState=nullptr) |
| Resolve one fixed-tick capsule character-controller step. | |
Capsule KCC implementation over static world geometry.