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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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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. | |
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.
| 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.
| 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.