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

Broadphase and narrowphase view of one collidable body, cached per tick. More...

#include <physics_internal.h>

Public Attributes

uint32_t boxFirst = 0
 This body's parts already placed in world space, as two spans.
const Collider * collider = nullptr
 The component this proxy was built from: its parts, and a mesh part's triangles and tree.
Math::AABB bounds
 World bound of every part together.
bool fixed = false
 RigidbodyMotion::Static: never moves at all, unlike a kinematic body.

Detailed Description

Broadphase and narrowphase view of one collidable body, cached per tick.

body indexes the parallel solver-body array. immovable is a zero BodyFrame::invMass plus the bodies a replay is not deciding; a sleeping dynamic body is not, since its contacts support what rests on it.

Member Data Documentation

◆ boxFirst

uint32_t Vkm::Engine::ColliderProxy::boxFirst = 0

This body's parts already placed in world space, as two spans.

Monomorphic arrays, not a tagged list, so the quadratic pair loops test shape once per part. Filled once per body at gather. A mesh part is in neither: it is walked per pair against the other bound.

◆ collider

const Collider* Vkm::Engine::ColliderProxy::collider = nullptr

The component this proxy was built from: its parts, and a mesh part's triangles and tree.

Read through, not copied; safe because nothing adds or removes a component between gather and the narrowphase.


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