group2 0.1.0
CSE 125 Group 2
Loading...
Searching...
No Matches
physics::WallDetectionResult Struct Reference

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).

Detailed Description

Results of wall detection probes.

Member Data Documentation

◆ frontMeshIndex

uint32_t physics::WallDetectionResult::frontMeshIndex {UINT32_MAX}

Static trimesh index for the front-wall diagnostic, if applicable.

◆ frontNormal

glm::vec3 physics::WallDetectionResult::frontNormal {0.0f}

Surface normal of the front wall.

◆ frontPoint

glm::vec3 physics::WallDetectionResult::frontPoint {0.0f}

World-space contact point on the front wall.

◆ frontRegion

TriRegion physics::WallDetectionResult::frontRegion {TriRegion::Face}

Closest triangle feature for the front-wall diagnostic.

◆ frontTriId

uint32_t physics::WallDetectionResult::frontTriId {UINT32_MAX}

Triangle id for the front-wall diagnostic, if applicable.

◆ groundDistance

float physics::WallDetectionResult::groundDistance {1e10f}

Distance to ground below the player (u).

◆ leftMeshIndex

uint32_t physics::WallDetectionResult::leftMeshIndex {UINT32_MAX}

Static trimesh index for stable wallrun attachment, if applicable.

◆ leftNormal

glm::vec3 physics::WallDetectionResult::leftNormal {0.0f}

Surface normal of the left wall.

◆ leftPoint

glm::vec3 physics::WallDetectionResult::leftPoint {0.0f}

World-space contact point on the left wall.

◆ leftRegion

TriRegion physics::WallDetectionResult::leftRegion {TriRegion::Face}

Closest triangle feature for wallrun seam traversal.

◆ leftTriId

uint32_t physics::WallDetectionResult::leftTriId {UINT32_MAX}

Triangle id for stable wallrun attachment, if applicable.

◆ rightMeshIndex

uint32_t physics::WallDetectionResult::rightMeshIndex {UINT32_MAX}

Static trimesh index for stable wallrun attachment, if applicable.

◆ rightNormal

glm::vec3 physics::WallDetectionResult::rightNormal {0.0f}

Surface normal of the right wall.

◆ rightPoint

glm::vec3 physics::WallDetectionResult::rightPoint {0.0f}

World-space contact point on the right wall.

◆ rightRegion

TriRegion physics::WallDetectionResult::rightRegion {TriRegion::Face}

Closest triangle feature for wallrun seam traversal.

◆ rightTriId

uint32_t physics::WallDetectionResult::rightTriId {UINT32_MAX}

Triangle id for stable wallrun attachment, if applicable.

◆ wallFront

bool physics::WallDetectionResult::wallFront {false}

True if a wall was detected in front.

◆ wallLeft

bool physics::WallDetectionResult::wallLeft {false}

True if a wall was detected to the left.

◆ wallRight

bool physics::WallDetectionResult::wallRight {false}

True if a wall was detected to the right.


The documentation for this struct was generated from the following file: