One row captured around MovementSystem, before CollisionSystem/KCC.
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#include <PhaseDiagnostic.hpp>
One row captured around MovementSystem, before CollisionSystem/KCC.
This complements PlayerFrame: movement is where wallrun, grapple, jump, and slide state mutate velocity.
◆ entity
| entt::entity physics::diag::MovementFrame::entity {entt::null} |
◆ flags
◆ frontNormal
| glm::vec3 physics::diag::MovementFrame::frontNormal {0.0f} |
◆ frontPoint
| glm::vec3 physics::diag::MovementFrame::frontPoint {0.0f} |
◆ groundDistance
| float physics::diag::MovementFrame::groundDistance = 1e30f |
◆ groundedAfter
| bool physics::diag::MovementFrame::groundedAfter = false |
◆ groundedBefore
| bool physics::diag::MovementFrame::groundedBefore = false |
◆ inputBack
| bool physics::diag::MovementFrame::inputBack = false |
◆ inputCrouch
| bool physics::diag::MovementFrame::inputCrouch = false |
◆ inputForward
| bool physics::diag::MovementFrame::inputForward = false |
◆ inputGrapple
| bool physics::diag::MovementFrame::inputGrapple = false |
◆ inputJump
| bool physics::diag::MovementFrame::inputJump = false |
◆ inputLeft
| bool physics::diag::MovementFrame::inputLeft = false |
◆ inputRight
| bool physics::diag::MovementFrame::inputRight = false |
◆ modeAfter
| int physics::diag::MovementFrame::modeAfter = 0 |
◆ modeBefore
| int physics::diag::MovementFrame::modeBefore = 0 |
◆ note
| char physics::diag::MovementFrame::note[64] = {0} |
◆ pitch
| float physics::diag::MovementFrame::pitch = 0.0f |
◆ posAfter
| glm::vec3 physics::diag::MovementFrame::posAfter {0.0f} |
◆ posBefore
| glm::vec3 physics::diag::MovementFrame::posBefore {0.0f} |
◆ velAfter
| glm::vec3 physics::diag::MovementFrame::velAfter {0.0f} |
◆ velBefore
| glm::vec3 physics::diag::MovementFrame::velBefore {0.0f} |
◆ wallFront
| bool physics::diag::MovementFrame::wallFront = false |
◆ yaw
| float physics::diag::MovementFrame::yaw = 0.0f |
The documentation for this struct was generated from the following file: