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

Collision geometry attached to an entity, evaluated in its Transform frame. More...

#include <collider.h>

Public Attributes

std::vector< ColliderPart > parts = { ColliderPart{} }
 One or more parts; a single unit box by default.
std::vector< glm::vec3 > meshPoints
 The mesh part's triangle corners, three a triangle, in the part's frame, scaled by meshScale.
std::vector< MeshNode > meshNodes
 Bounding hierarchy over meshPoints, built with them.
MeshColliderSource meshBuiltFrom
 What the two above were built from.
bool isTrigger = false
bool enabled = true
 False: inert - no broadphase entry, no contacts, no debug draw.

Detailed Description

Collision geometry attached to an entity, evaluated in its Transform frame.

One part for a simple collider, many for a mesh-fitted one ("Fit to Mesh"). The narrowphase runs per pair of parts (see ColliderProxy). A parented body's pose is its world transform, walked at gather.

Member Data Documentation

◆ meshPoints

std::vector<glm::vec3> Vkm::Engine::Collider::meshPoints

The mesh part's triangle corners, three a triangle, in the part's frame, scaled by meshScale.

Derived: syncMeshCollider (system/physics/authoring/mesh_collider.h) rebuilds them whenever the mesh or scale differs from meshBuiltFrom; a scene file holds only the mesh's name. Kept here because a query is handed the scene alone.

◆ isTrigger

bool Vkm::Engine::Collider::isTrigger = false

Reports overlaps as TriggerEvents; gets no impulse response.


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