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group2 0.1.0
CSE 125 Group 2
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Wall detection against static world collision. More...
#include "SweptCollision.hpp"#include "TriMeshCollision.hpp"#include <cmath>#include <cstdint>#include <glm/vec3.hpp>Go to the source code of this file.
Classes | |
| struct | physics::WallDetectionResult |
| Results of wall detection probes. More... | |
| struct | physics::WallAttachmentResult |
| Stable wallrun attachment target on authored triangle meshes. More... | |
Namespaces | |
| namespace | physics |
| Pure physics math — no ECS types, no registry. | |
Functions | |
| 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. | |
| 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. | |
| bool | physics::isWallNormal (glm::vec3 normal) |
| Check if a surface normal represents a wall (not floor/ceiling). | |
Wall detection against static world collision.