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group2 0.1.0
CSE 125 Group 2
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Results of wall detection probes. More...
#include <WallDetection.hpp>
Public Attributes | |
| bool | wallLeft {false} |
| True if a wall was detected to the left. | |
| bool | wallRight {false} |
| True if a wall was detected to the right. | |
| glm::vec3 | leftNormal {0.0f} |
| Surface normal of the left wall. | |
| glm::vec3 | rightNormal {0.0f} |
| Surface normal of the right wall. | |
| glm::vec3 | leftPoint {0.0f} |
| World-space contact point on the left wall. | |
| glm::vec3 | rightPoint {0.0f} |
| World-space contact point on the right wall. | |
| uint32_t | leftMeshIndex {UINT32_MAX} |
| Static trimesh index for stable wallrun attachment, if applicable. | |
| uint32_t | rightMeshIndex {UINT32_MAX} |
| Static trimesh index for stable wallrun attachment, if applicable. | |
| uint32_t | leftTriId {UINT32_MAX} |
| Triangle id for stable wallrun attachment, if applicable. | |
| uint32_t | rightTriId {UINT32_MAX} |
| Triangle id for stable wallrun attachment, if applicable. | |
| TriRegion | leftRegion {TriRegion::Face} |
| Closest triangle feature for wallrun seam traversal. | |
| TriRegion | rightRegion {TriRegion::Face} |
| Closest triangle feature for wallrun seam traversal. | |
| bool | wallFront {false} |
| True if a wall was detected in front. | |
| glm::vec3 | frontNormal {0.0f} |
| Surface normal of the front wall. | |
| glm::vec3 | frontPoint {0.0f} |
| World-space contact point on the front wall. | |
| uint32_t | frontMeshIndex {UINT32_MAX} |
| Static trimesh index for the front-wall diagnostic, if applicable. | |
| uint32_t | frontTriId {UINT32_MAX} |
| Triangle id for the front-wall diagnostic, if applicable. | |
| TriRegion | frontRegion {TriRegion::Face} |
| Closest triangle feature for the front-wall diagnostic. | |
| float | groundDistance {1e10f} |
| Distance to ground below the player (u). | |
Results of wall detection probes.
| uint32_t physics::WallDetectionResult::frontMeshIndex {UINT32_MAX} |
Static trimesh index for the front-wall diagnostic, if applicable.
| glm::vec3 physics::WallDetectionResult::frontNormal {0.0f} |
Surface normal of the front wall.
| glm::vec3 physics::WallDetectionResult::frontPoint {0.0f} |
World-space contact point on the front wall.
| TriRegion physics::WallDetectionResult::frontRegion {TriRegion::Face} |
Closest triangle feature for the front-wall diagnostic.
| uint32_t physics::WallDetectionResult::frontTriId {UINT32_MAX} |
Triangle id for the front-wall diagnostic, if applicable.
| float physics::WallDetectionResult::groundDistance {1e10f} |
Distance to ground below the player (u).
| uint32_t physics::WallDetectionResult::leftMeshIndex {UINT32_MAX} |
Static trimesh index for stable wallrun attachment, if applicable.
| glm::vec3 physics::WallDetectionResult::leftNormal {0.0f} |
Surface normal of the left wall.
| glm::vec3 physics::WallDetectionResult::leftPoint {0.0f} |
World-space contact point on the left wall.
| TriRegion physics::WallDetectionResult::leftRegion {TriRegion::Face} |
Closest triangle feature for wallrun seam traversal.
| uint32_t physics::WallDetectionResult::leftTriId {UINT32_MAX} |
Triangle id for stable wallrun attachment, if applicable.
| uint32_t physics::WallDetectionResult::rightMeshIndex {UINT32_MAX} |
Static trimesh index for stable wallrun attachment, if applicable.
| glm::vec3 physics::WallDetectionResult::rightNormal {0.0f} |
Surface normal of the right wall.
| glm::vec3 physics::WallDetectionResult::rightPoint {0.0f} |
World-space contact point on the right wall.
| TriRegion physics::WallDetectionResult::rightRegion {TriRegion::Face} |
Closest triangle feature for wallrun seam traversal.
| uint32_t physics::WallDetectionResult::rightTriId {UINT32_MAX} |
Triangle id for stable wallrun attachment, if applicable.
| bool physics::WallDetectionResult::wallFront {false} |
True if a wall was detected in front.
| bool physics::WallDetectionResult::wallLeft {false} |
True if a wall was detected to the left.
| bool physics::WallDetectionResult::wallRight {false} |
True if a wall was detected to the right.