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group2 0.1.0
CSE 125 Group 2
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Implementation of the Titanfall-inspired movement state machine. More...
#include "ecs/systems/MovementSystem.hpp"#include "ecs/components/CollisionShape.hpp"#include "ecs/components/InputSnapshot.hpp"#include "ecs/components/PlayerSimState.hpp"#include "ecs/components/Position.hpp"#include "ecs/components/Projectile.hpp"#include "ecs/components/RespawnTimer.hpp"#include "ecs/components/Velocity.hpp"#include "ecs/components/WeaponConfig.hpp"#include "ecs/physics/Forces.hpp"#include "ecs/physics/Movement.hpp"#include "ecs/physics/PhaseDiagnostic.hpp"#include "ecs/physics/PhysicsConstants.hpp"#include "ecs/physics/PhysicsPerfStats.hpp"#include "ecs/physics/TitanfallConstants.hpp"#include "ecs/physics/TriMeshCollision.hpp"#include "ecs/physics/WallDetection.hpp"#include <algorithm>#include <array>#include <cmath>#include <glm/geometric.hpp>#include <glm/trigonometric.hpp>#include <vector>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). | |
Macros | |
| #define | GROUP2_MOVEMENT_HAS_PARALLEL 0 |
Functions | |
| float | systems::currentWishSpeed (const PlayerVisState &vis) |
| Determine the current ground wish speed based on movement mode and stance. | |
| void | systems::reconcileMovementAfterKcc (glm::vec3 &pos, glm::vec3 &vel, const CollisionShape &shape, PlayerVisState &vis, PlayerSimState &sim, const InputSnapshot &input, const physics::WorldGeometry &world, const physics::KccFrameResult &kcc, float dt) |
| Consume collision-owned KCC feedback after position integration. | |
| void | systems::runMovement (Registry ®istry, float dt, const physics::WorldGeometry &world) |
| Apply one tick of player movement physics to all eligible entities. | |
Implementation of the Titanfall-inspired movement state machine.
| #define GROUP2_MOVEMENT_HAS_PARALLEL 0 |