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Engine²
Open-source game engine written in C++.
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Internal vehicle component storing Jolt-specific data. More...
#include <VehicleInternal.hpp>
Public Member Functions | |
| bool | IsValid () const |
| Check if the vehicle constraint is valid. | |
| VehicleInternal ()=default | |
| Default constructor. | |
| VehicleInternal (JPH::BodyID chassis) | |
| Construct with chassis body ID. | |
Public Attributes | |
| JPH::Ref< JPH::VehicleConstraint > | vehicleConstraint |
| JPH::Ref< JPH::VehicleCollisionTester > | collisionTester |
| std::array< Engine::EntityId, 4 > | wheelEntities |
| Entity IDs of the 4 wheel entities (for transform sync). | |
| std::array< JPH::BodyID, 4 > | wheelBodyIDs |
| Jolt BodyIDs for the 4 wheel collision bodies. | |
| JPH::BodyID | chassisBodyID |
| BodyID of the chassis. | |
Internal vehicle component storing Jolt-specific data.
This component is automatically managed by the VehicleSystem. Users should NEVER directly create or modify this component.
Stores the vehicle constraint, controller, and wheel body references.
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default |
Default constructor.
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inlineexplicit |
Construct with chassis body ID.
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inline |
Check if the vehicle constraint is valid.
| JPH::BodyID Physics::Component::VehicleInternal::chassisBodyID |
BodyID of the chassis.
| JPH::Ref<JPH::VehicleCollisionTester> Physics::Component::VehicleInternal::collisionTester |
Collision tester for vehicle wheel raycasts (must stay alive while constraint exists) Using Jolt's Ref smart pointer for proper reference counting
| JPH::Ref<JPH::VehicleConstraint> Physics::Component::VehicleInternal::vehicleConstraint |
The Jolt vehicle constraint (owns the vehicle physics) Using Jolt's Ref smart pointer for proper reference counting
| std::array<JPH::BodyID, 4> Physics::Component::VehicleInternal::wheelBodyIDs |
Jolt BodyIDs for the 4 wheel collision bodies.
| std::array<Engine::EntityId, 4> Physics::Component::VehicleInternal::wheelEntities |
Entity IDs of the 4 wheel entities (for transform sync).