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group2 0.1.0
CSE 125 Group 2
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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"). | |
One row of telemetry — captured per player per tick.
All vectors are in world coordinates (Y-up, Quake units).
| int physics::diag::PlayerFrame::bumpHits = 0 |
Number of bump iterations that hit something.
| float physics::diag::PlayerFrame::depenPushDistance = 0.0f |
|posAfterDepen - posBefore|.
| entt::entity physics::diag::PlayerFrame::entity {entt::null} |
| PhaseFlag physics::diag::PlayerFrame::flags = PhaseFlag::None |
| int physics::diag::PlayerFrame::jumpCount = 0 |
| glm::vec3 physics::diag::PlayerFrame::lastHitNormal {0.0f} |
Normal of the last sweep hit in the bump loop (or 0).
| int physics::diag::PlayerFrame::moveMode = 0 |
MoveMode enum cast to int.
| char physics::diag::PlayerFrame::note[48] = {0} |
Free-form annotation slot (e.g., "wallrun-enter").
| glm::vec3 physics::diag::PlayerFrame::posAfter {0.0f} |
Final position, after bump loop + slope snap.
| glm::vec3 physics::diag::PlayerFrame::posAfterDepen {0.0f} |
After depen, BEFORE bump loop.
| glm::vec3 physics::diag::PlayerFrame::posBefore {0.0f} |
Position at tick start, BEFORE depen.
| uint64_t physics::diag::PlayerFrame::tick = 0 |
| glm::vec3 physics::diag::PlayerFrame::velAfter {0.0f} |
Velocity at tick end.
| glm::vec3 physics::diag::PlayerFrame::velBefore {0.0f} |
Velocity at tick start (already integrated by movement).
| int physics::diag::PlayerFrame::wallrunSide = 0 |
WallSide enum (None=0, Left=1, Right=2).