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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Per-tick body state cached at gather: mass properties, and the frame writeback maps through. More...
#include <physics_internal.h>
Public Attributes | |
| Rigidbody * | rb = nullptr |
| Looked up at gather; valid for the tick, which adds and removes no Rigidbody. | |
| BodyPose | pose |
| RigidbodyMotion | motion = RigidbodyMotion::Dynamic |
| Rigidbody::motion, or Kinematic for a bone a ragdoll poses (isPosedByAnimation) | |
| bool | decided = false |
| This end decides where it goes; always true offline. | |
| float | invMass = 0.0f |
| 1/mass this tick; 0 = nothing the solver does moves it. | |
| float | reach = 0.0f |
| glm::mat3 | invInertiaLocal = glm::mat3(0.0f) |
| Body-local inverse inertia; 0 = no rotational response. | |
Per-tick body state cached at gather: mass properties, and the frame writeback maps through.
The pose the solve moves is PhysicsBody's. Mass properties are re-derived from Rigidbody + Collider every tick, so edits need no "apply".
| BodyPose Vkm::Engine::BodyFrame::pose |
As gathered, parent frame included.
| float Vkm::Engine::BodyFrame::reach = 0.0f |
Farthest the collider extends from the origin, m.