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group2 0.1.0
CSE 125 Group 2
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Implementation of wall detection. More...
#include "WallDetection.hpp"#include "PhysicsPerfStats.hpp"#include <algorithm>#include <cmath>#include <glm/common.hpp>#include <glm/geometric.hpp>#include <glm/trigonometric.hpp>Namespaces | |
| namespace | physics |
| Pure physics math — no ECS types, no registry. | |
Functions | |
| WallAttachmentResult | physics::findWallRunAttachment (CapsuleShape capsule, glm::vec3 pos, const WorldGeometry &world, glm::vec3 continuityNormal, glm::vec3 travelDir=glm::vec3{0.0f}, float lookaheadDist=0.0f, float checkDist=24.0f, uint32_t previousMeshIndex=UINT32_MAX, uint32_t previousTriId=UINT32_MAX, TriRegion previousRegion=TriRegion::Face) |
| Find the best triangle-mesh wallrun attachment, with optional lookahead along the current travel direction. | |
| WallDetectionResult | physics::detectWalls (glm::vec3 pos, float yaw, glm::vec3 halfExtents, const WorldGeometry &world, float checkDist, float sphereRadius, glm::vec3 prevWallNormal=glm::vec3(0.0f), bool gravityFlipped=false, bool includeGroundDistance=true) |
| Detect walls to the left, right, and front of the player. | |
| float | physics::probeWallrunGroundDistance (glm::vec3 pos, glm::vec3 halfExtents, const WorldGeometry &world, float sphereRadius, bool gravityFlipped=false) |
| Probe only the downward ground distance used by wallrun entry gates. | |
Implementation of wall detection.