11#include <entt/entity/fwd.hpp>
12#include <glm/vec3.hpp>
26 const CollisionShape& shape,
27 PlayerVisState& state,
29 const physics::WorldGeometry& world,
32 PlayerSimState* simState =
nullptr);
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