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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Drives every CharacterController's Rigidbody from its moveInput, and resolves what it stands on. More...
#include <character_controller_system.h>
Public Member Functions | |
| void | fixedUpdate (FrameContext &ctx) override |
| Execute this system at the fixed simulation rate. | |
| bool | isReplayed () const override |
| Re-run during a replay: it moves the world from state and command, deterministically. | |
| Public Member Functions inherited from Vkm::Engine::System | |
| virtual void | init (FrameContext &ctx) |
| Called once after all systems are registered, before the first update. | |
| virtual void | shutdown () |
| Called once on engine shutdown. | |
| virtual void | update (FrameContext &ctx) |
| Execute this system for the current frame. | |
Drives every CharacterController's Rigidbody from its moveInput, and resolves what it stands on.
Runs on the tick, after PhysicsSystem, so it reads THIS tick's Rigidbody::supported / supportNormal / blockNormal. Writes velocity, never position. A target aimed into a wall is deflected along it here, or Coulomb friction would decide whether a character glides or snags.
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overridevirtual |
Execute this system at the fixed simulation rate.
Called 0+ times per frame; the step is ctx.clock.getFixedStep().
Runs before any producer stage, so ctx.visibility and ctx.ui are null here. ctx.poses is set by SkeletalAnimationSystem's own fixedUpdate, so a later Simulation system reads this tick's pose.
| ctx | This frame's services; see above for which products are set. |
Reimplemented from Vkm::Engine::System.
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inlineoverridevirtual |
Re-run during a replay: it moves the world from state and command, deterministically.
Reimplemented from Vkm::Engine::System.