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

Where a body sits in the world, and the frame that maps back to local. More...

#include <body_pose.h>

Public Attributes

glm::vec3 position = {0.0f, 0.0f, 0.0f}
 World position.
glm::quat rotation = {1.0f, 0.0f, 0.0f, 0.0f}
 World orientation.
bool parented = false
 Came from a parent.
glm::mat4 parentWorld = glm::mat4(1.0f)
 Parent model matrix.
glm::quat parentRot = {1.0f, 0.0f, 0.0f, 0.0f}
 Parent world rotation.

Detailed Description

Where a body sits in the world, and the frame that maps back to local.

Physics runs in world space and a Transform in its parent's frame. The parent fields are meaningful only when parented, to put a solved pose back; the matrix, not its inverse, because only a body actually written back needs the inverse.


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