group2 0.1.0
CSE 125 Group 2
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MovementSystem.cpp File Reference

Implementation of the Titanfall-inspired movement state machine. More...

Include dependency graph for MovementSystem.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).

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 &registry, float dt, const physics::WorldGeometry &world)
 Apply one tick of player movement physics to all eligible entities.

Detailed Description

Implementation of the Titanfall-inspired movement state machine.

Macro Definition Documentation

◆ GROUP2_MOVEMENT_HAS_PARALLEL

#define GROUP2_MOVEMENT_HAS_PARALLEL   0