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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Everything one simulation tick was told to do, as a value. More...
#include <input_command.h>
Public Attributes | |
| uint32_t | sequence = 0 |
| Monotonic command number; what an ack names. | |
| uint32_t | tick = 0 |
| Simulation tick this command drives. | |
| std::array< float, MAX_INPUT_ACTIONS > | axis {} |
| Per-action value, -1..1, indexed by InputMap::indexOf. | |
| uint32_t | pressed = 0 |
| Bit per action: became active since the last command. | |
| uint32_t | released = 0 |
| Bit per action: stopped being active since the last command. | |
| glm::quat | view {1.0f, 0.0f, 0.0f, 0.0f} |
| Where the player was looking when this input was taken. | |
Everything one simulation tick was told to do, as a value.
Built per tick from the axes as they stand and the edges latched since the previous one, so a fixed update neither drops a tap between ticks nor repeats a press across a slow frame's ticks. sequence and tick differ because a replay re-runs old ticks under their original sequence.
| glm::quat Vkm::Engine::InputCommand::view {1.0f, 0.0f, 0.0f, 0.0f} |
Where the player was looking when this input was taken.
Carried so a tick's movement depends on its command alone, not on a camera that has since moved. A quaternion, so there is no Euler convention; identity (looking down -Z) until set.