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Untitled Game engine no.5
1.0
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Links all the data necessary to compute physics calculations. More...
#include <Components.hpp>
Public Member Functions | |
| PhysicsEntity (Ref< Entity > &e, Ref< Transform > &transform, Ref< Collider > &collider, Ref< RigidBody > &rigidBody) | |
| glm::mat4 | getMat () |
| Get the matrix transformation made up of q and x. More... | |
| glm::mat4 | getIMat () |
| Get the inverse matrix transformation. More... | |
| void | clearMat () |
| Clear the matrix flags when the position or rotation is updated. | |
Public Attributes | |
| Ref< Entity > | entity |
| Entitiy reference. | |
| Ref< Transform > | tf = nullptr |
| transform reference | |
| Ref< Collider > | c = nullptr |
| collider reference | |
| Ref< Collider > | cuse = nullptr |
| Ref< RigidBody > | rb = nullptr |
| rigidbody reference | |
| glm::vec3 | v {0} |
| glm::vec3 | w {0} |
| velocity | |
| glm::vec3 | x {0} |
| angular momentum | |
| glm::vec3 | xPrev {0} |
| position | |
| glm::qua< float > | q {} |
| previous position (needed for XPBD) | |
| glm::qua< float > | qPrev {} |
| rotation quat | |
| glm::qua< float > | dQ {} |
| previous quat | |
| bool | matUpdated = true |
| storage for a delta quat More... | |
| bool | itmatUpdated = true |
Links all the data necessary to compute physics calculations.
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inline |
Get the inverse matrix transformation.
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inline |
Get the matrix transformation made up of q and x.
| bool Engine::PhysicsEntity::matUpdated = true |
storage for a delta quat
flags for storing matrix transformations (to avoid calculating them multiple times)
1.8.17