group2 0.1.0
CSE 125 Group 2
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KinematicCharacterController.cpp File Reference

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>
Include dependency graph for KinematicCharacterController.cpp:

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.

Detailed Description

Capsule KCC implementation over static world geometry.