vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::BodyFrame Struct Reference

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.

Detailed Description

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".

Member Data Documentation

◆ pose

BodyPose Vkm::Engine::BodyFrame::pose

As gathered, parent frame included.

◆ reach

float Vkm::Engine::BodyFrame::reach = 0.0f

Farthest the collider extends from the origin, m.


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