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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Per-tick dynamic state the solver reads and writes, by index. More...
#include <solver.h>
Public Attributes | |
| glm::vec3 | position = {0.0f, 0.0f, 0.0f} |
| Body origin (entity world position) | |
| glm::quat | rotation = {1.0f, 0.0f, 0.0f, 0.0f} |
| World orientation, as gathered and then as integrated. | |
| glm::mat3 | invInertiaWorld = glm::mat3(0.0f) |
| R * I_local^-1 * R^T for this tick. | |
| float | invMass = 0.0f |
| 0 == not moved by this solve | |
Per-tick dynamic state the solver reads and writes, by index.
Decoupled from the Scene. invMass == 0 marks a body this solve must not move (static, kinematic, asleep, or another end's): infinite mass to contacts, never pushed.
| glm::quat Vkm::Engine::PhysicsBody::rotation = {1.0f, 0.0f, 0.0f, 0.0f} |
World orientation, as gathered and then as integrated.
Not the local Transform's, which for a parented body is in the parent's frame; the inverse inertia and joint lever arms are built from it.