31 glm::vec3 linearVelocity = {0.0f, 0.0f, 0.0f};
32 glm::vec3 angularVelocity = {0.0f, 0.0f, 0.0f};
37 float restitution = 0.2f;
38 float friction = 0.5f;
Per-tick dynamic state the solver reads and writes, by index.
Definition solver.h:20
glm::mat3 invInertiaWorld
R * I_local^-1 * R^T for this tick.
Definition solver.h:34
glm::vec3 position
Body origin (entity world position)
Definition solver.h:21
glm::quat rotation
World orientation, as gathered and then as integrated.
Definition solver.h:29
float invMass
0 == not moved by this solve
Definition solver.h:35