group2 0.1.0
CSE 125 Group 2
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physics::diag::PlayerFrame Struct Reference

One row of telemetry — captured per player per tick. More...

#include <PhaseDiagnostic.hpp>

Public Attributes

uint64_t tick = 0
entt::entity entity {entt::null}
glm::vec3 posBefore {0.0f}
 Position at tick start, BEFORE depen.
glm::vec3 posAfterDepen {0.0f}
 After depen, BEFORE bump loop.
glm::vec3 posAfter {0.0f}
 Final position, after bump loop + slope snap.
glm::vec3 velBefore {0.0f}
 Velocity at tick start (already integrated by movement).
glm::vec3 velAfter {0.0f}
 Velocity at tick end.
glm::vec3 lastHitNormal {0.0f}
 Normal of the last sweep hit in the bump loop (or 0).
float depenPushDistance = 0.0f
 |posAfterDepen - posBefore|.
int bumpHits = 0
 Number of bump iterations that hit something.
int moveMode = 0
 MoveMode enum cast to int.
int wallrunSide = 0
 WallSide enum (None=0, Left=1, Right=2).
int jumpCount = 0
PhaseFlag flags = PhaseFlag::None
char note [48] = {0}
 Free-form annotation slot (e.g., "wallrun-enter").

Detailed Description

One row of telemetry — captured per player per tick.

All vectors are in world coordinates (Y-up, Quake units).

Member Data Documentation

◆ bumpHits

int physics::diag::PlayerFrame::bumpHits = 0

Number of bump iterations that hit something.

◆ depenPushDistance

float physics::diag::PlayerFrame::depenPushDistance = 0.0f

|posAfterDepen - posBefore|.

◆ entity

entt::entity physics::diag::PlayerFrame::entity {entt::null}

◆ flags

PhaseFlag physics::diag::PlayerFrame::flags = PhaseFlag::None

◆ jumpCount

int physics::diag::PlayerFrame::jumpCount = 0

◆ lastHitNormal

glm::vec3 physics::diag::PlayerFrame::lastHitNormal {0.0f}

Normal of the last sweep hit in the bump loop (or 0).

◆ moveMode

int physics::diag::PlayerFrame::moveMode = 0

MoveMode enum cast to int.

◆ note

char physics::diag::PlayerFrame::note[48] = {0}

Free-form annotation slot (e.g., "wallrun-enter").

◆ posAfter

glm::vec3 physics::diag::PlayerFrame::posAfter {0.0f}

Final position, after bump loop + slope snap.

◆ posAfterDepen

glm::vec3 physics::diag::PlayerFrame::posAfterDepen {0.0f}

After depen, BEFORE bump loop.

◆ posBefore

glm::vec3 physics::diag::PlayerFrame::posBefore {0.0f}

Position at tick start, BEFORE depen.

◆ tick

uint64_t physics::diag::PlayerFrame::tick = 0

◆ velAfter

glm::vec3 physics::diag::PlayerFrame::velAfter {0.0f}

Velocity at tick end.

◆ velBefore

glm::vec3 physics::diag::PlayerFrame::velBefore {0.0f}

Velocity at tick start (already integrated by movement).

◆ wallrunSide

int physics::diag::PlayerFrame::wallrunSide = 0

WallSide enum (None=0, Left=1, Right=2).


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