group2 0.1.0
CSE 125 Group 2
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KinematicCharacterController.hpp
Go to the documentation of this file.
1
3
4#pragma once
5
10
11#include <entt/entity/fwd.hpp>
12#include <glm/vec3.hpp>
13
14struct PlayerSimState;
15
16namespace systems
17{
18
24physics::KccFrameResult runKinematicCharacterController(glm::vec3& pos,
25 glm::vec3& vel,
26 const CollisionShape& shape,
27 PlayerVisState& state,
28 float dt,
29 const physics::WorldGeometry& world,
30 entt::entity entity,
31 bool jumpedThisTick,
32 PlayerSimState* simState = nullptr);
33
34} // namespace systems
Collision shape component — AABB or vertical capsule.
Per-tick collision feedback emitted by the player KCC.
Visible / replicated half of the player locomotion state.
Swept AABB and sphere collision queries against world geometry.
Client-only input sampling system — split into two halves so mouse look can run every iterate() (smoo...
Definition DebugUI.hpp:15
physics::KccFrameResult 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)
Resolve one fixed-tick capsule character-controller step.
Definition KinematicCharacterController.cpp:117
Server-only locomotion bookkeeping.
Definition PlayerSimState.hpp:32