Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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Engine::Components::VrGlider::DebugSnapshot Struct Reference

Diagnostics captured from the most recent tick() call. More...

#include <VrGliderComponent.h>

Collaboration diagram for Engine::Components::VrGlider::DebugSnapshot:

Public Attributes

bool tickSkipped = false
 True when the component skipped movement for the frame.
bool missingHeadset = false
 True when the component has no headset pointer.
bool missingInputHandler = false
 True when the component has no XR input handler pointer.
bool missingPhysicsBody = false
 True when the component has no physics body pointer.
bool enabled = true
 Runtime enabled flag sampled during the frame.
bool frozen = true
 Frozen flag sampled during the frame.
bool debugLogging = true
 Debug logging flag sampled during the frame.
GliderState previousState = GliderState::FALLING
 State before this frame's transition logic.
GliderState currentState = GliderState::FALLING
 State after this frame's transition logic.
float leftGrip = 0.0f
 Left grip analog value in the range reported by the XR input handler.
float rightGrip = 0.0f
 Right grip analog value in the range reported by the XR input handler.
bool bothGripsPressed = false
 True when both grip values exceed the configured grip threshold.
bool bothGripsWerePressed = false
 Grip latch state from the previous grip-toggle update.
float leftTrigger = 0.0f
 Left trigger analog value in the range reported by the XR input handler.
float rightTrigger = 0.0f
 Right trigger analog value in the range reported by the XR input handler.
bool leftTriggerPressed = false
 True when the left trigger exceeds the configured grip threshold.
bool rightTriggerPressed = false
 True when the right trigger exceeds the configured grip threshold.
glm::vec2 rightThumbstick { 0.0f }
 Right thumbstick value sampled from the XR input handler.
bool snapTurnArmed = true
 True when the right stick has returned to the deadzone and can trigger another snap turn.
bool snapTurnTriggered = false
 True during the frame where a snap turn was applied.
int snapTurnDirection = 0
 Snap-turn direction, -1 for right, 1 for left, and 0 for none.
bool leftHandValid = false
 True when the left-hand pose was valid.
bool rightHandValid = false
 True when the right-hand pose was valid.
float leftHandDistance = 0.0f
 Distance from headset to left hand.
float rightHandDistance = 0.0f
 Distance from headset to right hand.
float leftHandCylinderDistance = 0.0f
 Horizontal distance from headset vertical axis to left hand.
float rightHandCylinderDistance = 0.0f
 Horizontal distance from headset vertical axis to right hand.
bool armsSpread = false
 True when hand positions pass the arm-spread test without hysteresis.
bool armsSpreadWithHysteresis = false
 True when hand positions pass the arm-spread test with configured hysteresis.
bool handsTucked = false
 True when both hands are close to the headset vertical axis.
bool groundDetected = false
 True when the downward capsule sweep found walkable or non-walkable ground.
bool isNearGround = false
 True when ground is close enough to affect state transitions.
bool groundIsWalkable = false
 True when the ground normal passes GliderConfig::maxWalkableSlope.
bool groundYInitialized = false
 True after the smoothed walking ground height has an initial value.
float groundDistance = 9999.0f
 Downward sweep distance to the detected ground.
float groundHitFraction = 1.0f
 Hit fraction returned by the ground sweep.
glm::vec3 groundHitPoint { 0.0f }
 Capsule-center hit point returned by the ground sweep.
glm::vec3 groundHitNormal { 0.0f, 1.0f, 0.0f }
 World-space normal returned by the ground sweep.
float smoothedGroundY = 0.0f
 Smoothed capsule-center Y position used while walking.
glm::vec3 playerPosition { 0.0f }
 Player locomotion-root position.
glm::vec3 headLocalPosition { 0.0f }
 Headset local position inside the XR play space.
glm::vec3 headWorldPosition { 0.0f }
 Headset world position.
glm::vec3 headForward { 0.0f, 0.0f, -1.0f }
 Headset forward direction in world space.
glm::vec3 bodyForward { 0.0f, 0.0f, -1.0f }
 Horizontal body-forward direction used by gliding and walking.
glm::vec3 horizontalAim { 0.0f, 0.0f, -1.0f }
 Horizontal glide direction derived from hand pose.
glm::vec3 velocityBeforeUpdate { 0.0f }
 Velocity before this frame's movement update.
glm::vec3 targetVelocity { 0.0f }
 Velocity returned by the flight model before collision response.
glm::vec3 velocityAfterUpdate { 0.0f }
 Velocity after movement, collision, and state updates.
glm::vec3 desiredPosition { 0.0f }
 Requested player position before the final headset and physics body write.
glm::vec3 physicsBodyVelocity { 0.0f }
 Linear velocity read back from the attached physics body.
float playerYawRadians = 0.0f
 Accumulated player yaw applied by walking snap turns.
float palmTilt = 0.0f
 Average palm tilt input passed to the flight model.
float forwardAmount = 0.0f
 Forward control amount derived from hand pose.
float rightAmount = 0.0f
 Right control amount derived from hand pose.
float momentum = 0.0f
 Horizontal speed component used as glider momentum.
float verticalVelocity = 0.0f
 Vertical velocity returned by the flight model.
float climbDemand = 0.0f
 Requested climb amount returned by the flight model.
float diveDemand = 0.0f
 Requested dive amount returned by the flight model.
float windAlignment = 0.0f
 Alignment between glide direction and sampled wind direction.
float windMomentumDelta = 0.0f
 Momentum gained or lost from wind during this frame.
float dragDelta = 0.0f
 Momentum lost to drag during this frame.
float climbMomentumDelta = 0.0f
 Momentum spent on climb during this frame.
float stallRecoveryTimer = 0.0f
 Current stall recovery timer.
bool isBraking = false
 True when the current hand pose requests braking.
bool isClimbing = false
 True when the current palm tilt requests climb.
bool isDiving = false
 True when the current palm tilt requests dive.
bool isStalled = false
 True when the flight model is stalled.
bool enteredStall = false
 True during the frame where the flight model entered stall.
bool recoveredStall = false
 True during the frame where the flight model recovered from stall.
World::WindSample windSample {}
 Wind sample read at the player position.
glm::vec3 windContribution { 0.0f }
 Wind velocity applied to the flight model.
bool collisionTested = false
 True when flight collision logic ran this frame.
bool collisionImpact = false
 True when the flight sweep hit another collider.
bool collisionReset = false
 Reserved collision reset flag.
bool takeoffArmed = true
 True when the player can request takeoff from walking.
bool takeoffRequested = false
 True when arms were spread while walking.
bool takeoffBlocked = false
 True when takeoff was requested but blocked by clearance or latching.
bool hasLastSafeLanding = false
 True after a stable landing checkpoint has been recorded.
bool respawnTriggered = false
 True during the frame where fall reset triggered.
glm::vec3 takeoffTestPosition { 0.0f }
 Candidate player position tested for walking takeoff clearance.
glm::vec3 lastSafeLandingPosition { 0.0f }
 Last stable walkable position used for respawn.
glm::vec3 collisionTestPosition { 0.0f }
 Position tested by the flight collision sweep.
glm::vec3 collisionPushOut { 0.0f }
 Push-out vector applied after collision.
glm::vec3 collisionGroundNormal { 0.0f }
 Surface normal returned by the flight collision sweep.
float collisionMaxPenetration = 0.0f
 Maximum penetration reported by contact testing.
float landingCheckpointTimer = 0.0f
 Time accumulated toward saving the current landing checkpoint.
float capsuleRadius = CAPSULE_RADIUS
 Capsule radius used by sweep tests.
float capsuleCylinderHeight = CAPSULE_HALF_HEIGHT * 2.0f
 Cylinder section height used by the sweep capsule.
float capsuleTotalHeight = CAPSULE_TOTAL_HALF * 2.0f
 Total capsule height used by sweep tests.

Detailed Description

Diagnostics captured from the most recent tick() call.

This snapshot is safe to read from UI and gameplay code after the component ticks. Values describe the last processed frame, including skipped ticks.

Definition at line 131 of file VrGliderComponent.h.

Member Data Documentation

◆ armsSpread

bool Engine::Components::VrGlider::DebugSnapshot::armsSpread = false

True when hand positions pass the arm-spread test without hysteresis.

Definition at line 164 of file VrGliderComponent.h.

◆ armsSpreadWithHysteresis

bool Engine::Components::VrGlider::DebugSnapshot::armsSpreadWithHysteresis = false

True when hand positions pass the arm-spread test with configured hysteresis.

Definition at line 165 of file VrGliderComponent.h.

◆ bodyForward

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::bodyForward { 0.0f, 0.0f, -1.0f }

Horizontal body-forward direction used by gliding and walking.

Definition at line 182 of file VrGliderComponent.h.

◆ bothGripsPressed

bool Engine::Components::VrGlider::DebugSnapshot::bothGripsPressed = false

True when both grip values exceed the configured grip threshold.

Definition at line 146 of file VrGliderComponent.h.

◆ bothGripsWerePressed

bool Engine::Components::VrGlider::DebugSnapshot::bothGripsWerePressed = false

Grip latch state from the previous grip-toggle update.

Definition at line 147 of file VrGliderComponent.h.

◆ capsuleCylinderHeight

float Engine::Components::VrGlider::DebugSnapshot::capsuleCylinderHeight = CAPSULE_HALF_HEIGHT * 2.0f

Cylinder section height used by the sweep capsule.

Definition at line 231 of file VrGliderComponent.h.

◆ capsuleRadius

float Engine::Components::VrGlider::DebugSnapshot::capsuleRadius = CAPSULE_RADIUS

Capsule radius used by sweep tests.

Definition at line 230 of file VrGliderComponent.h.

◆ capsuleTotalHeight

float Engine::Components::VrGlider::DebugSnapshot::capsuleTotalHeight = CAPSULE_TOTAL_HALF * 2.0f

Total capsule height used by sweep tests.

Definition at line 232 of file VrGliderComponent.h.

◆ climbDemand

float Engine::Components::VrGlider::DebugSnapshot::climbDemand = 0.0f

Requested climb amount returned by the flight model.

Definition at line 197 of file VrGliderComponent.h.

◆ climbMomentumDelta

float Engine::Components::VrGlider::DebugSnapshot::climbMomentumDelta = 0.0f

Momentum spent on climb during this frame.

Definition at line 202 of file VrGliderComponent.h.

◆ collisionGroundNormal

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::collisionGroundNormal { 0.0f }

Surface normal returned by the flight collision sweep.

Definition at line 226 of file VrGliderComponent.h.

◆ collisionImpact

bool Engine::Components::VrGlider::DebugSnapshot::collisionImpact = false

True when the flight sweep hit another collider.

Definition at line 215 of file VrGliderComponent.h.

◆ collisionMaxPenetration

float Engine::Components::VrGlider::DebugSnapshot::collisionMaxPenetration = 0.0f

Maximum penetration reported by contact testing.

Definition at line 227 of file VrGliderComponent.h.

◆ collisionPushOut

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::collisionPushOut { 0.0f }

Push-out vector applied after collision.

Definition at line 225 of file VrGliderComponent.h.

◆ collisionReset

bool Engine::Components::VrGlider::DebugSnapshot::collisionReset = false

Reserved collision reset flag.

Definition at line 216 of file VrGliderComponent.h.

◆ collisionTested

bool Engine::Components::VrGlider::DebugSnapshot::collisionTested = false

True when flight collision logic ran this frame.

Definition at line 214 of file VrGliderComponent.h.

◆ collisionTestPosition

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::collisionTestPosition { 0.0f }

Position tested by the flight collision sweep.

Definition at line 224 of file VrGliderComponent.h.

◆ currentState

GliderState Engine::Components::VrGlider::DebugSnapshot::currentState = GliderState::FALLING

State after this frame's transition logic.

Definition at line 142 of file VrGliderComponent.h.

◆ debugLogging

bool Engine::Components::VrGlider::DebugSnapshot::debugLogging = true

Debug logging flag sampled during the frame.

Definition at line 140 of file VrGliderComponent.h.

◆ desiredPosition

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::desiredPosition { 0.0f }

Requested player position before the final headset and physics body write.

Definition at line 188 of file VrGliderComponent.h.

◆ diveDemand

float Engine::Components::VrGlider::DebugSnapshot::diveDemand = 0.0f

Requested dive amount returned by the flight model.

Definition at line 198 of file VrGliderComponent.h.

◆ dragDelta

float Engine::Components::VrGlider::DebugSnapshot::dragDelta = 0.0f

Momentum lost to drag during this frame.

Definition at line 201 of file VrGliderComponent.h.

◆ enabled

bool Engine::Components::VrGlider::DebugSnapshot::enabled = true

Runtime enabled flag sampled during the frame.

Definition at line 138 of file VrGliderComponent.h.

◆ enteredStall

bool Engine::Components::VrGlider::DebugSnapshot::enteredStall = false

True during the frame where the flight model entered stall.

Definition at line 208 of file VrGliderComponent.h.

◆ forwardAmount

float Engine::Components::VrGlider::DebugSnapshot::forwardAmount = 0.0f

Forward control amount derived from hand pose.

Definition at line 193 of file VrGliderComponent.h.

◆ frozen

bool Engine::Components::VrGlider::DebugSnapshot::frozen = true

Frozen flag sampled during the frame.

Definition at line 139 of file VrGliderComponent.h.

◆ groundDetected

bool Engine::Components::VrGlider::DebugSnapshot::groundDetected = false

True when the downward capsule sweep found walkable or non-walkable ground.

Definition at line 168 of file VrGliderComponent.h.

◆ groundDistance

float Engine::Components::VrGlider::DebugSnapshot::groundDistance = 9999.0f

Downward sweep distance to the detected ground.

Definition at line 172 of file VrGliderComponent.h.

◆ groundHitFraction

float Engine::Components::VrGlider::DebugSnapshot::groundHitFraction = 1.0f

Hit fraction returned by the ground sweep.

Definition at line 173 of file VrGliderComponent.h.

◆ groundHitNormal

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::groundHitNormal { 0.0f, 1.0f, 0.0f }

World-space normal returned by the ground sweep.

Definition at line 175 of file VrGliderComponent.h.

◆ groundHitPoint

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::groundHitPoint { 0.0f }

Capsule-center hit point returned by the ground sweep.

Definition at line 174 of file VrGliderComponent.h.

◆ groundIsWalkable

bool Engine::Components::VrGlider::DebugSnapshot::groundIsWalkable = false

True when the ground normal passes GliderConfig::maxWalkableSlope.

Definition at line 170 of file VrGliderComponent.h.

◆ groundYInitialized

bool Engine::Components::VrGlider::DebugSnapshot::groundYInitialized = false

True after the smoothed walking ground height has an initial value.

Definition at line 171 of file VrGliderComponent.h.

◆ handsTucked

bool Engine::Components::VrGlider::DebugSnapshot::handsTucked = false

True when both hands are close to the headset vertical axis.

Definition at line 166 of file VrGliderComponent.h.

◆ hasLastSafeLanding

bool Engine::Components::VrGlider::DebugSnapshot::hasLastSafeLanding = false

True after a stable landing checkpoint has been recorded.

Definition at line 220 of file VrGliderComponent.h.

◆ headForward

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::headForward { 0.0f, 0.0f, -1.0f }

Headset forward direction in world space.

Definition at line 181 of file VrGliderComponent.h.

◆ headLocalPosition

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::headLocalPosition { 0.0f }

Headset local position inside the XR play space.

Definition at line 179 of file VrGliderComponent.h.

◆ headWorldPosition

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::headWorldPosition { 0.0f }

Headset world position.

Definition at line 180 of file VrGliderComponent.h.

◆ horizontalAim

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::horizontalAim { 0.0f, 0.0f, -1.0f }

Horizontal glide direction derived from hand pose.

Definition at line 183 of file VrGliderComponent.h.

◆ isBraking

bool Engine::Components::VrGlider::DebugSnapshot::isBraking = false

True when the current hand pose requests braking.

Definition at line 204 of file VrGliderComponent.h.

◆ isClimbing

bool Engine::Components::VrGlider::DebugSnapshot::isClimbing = false

True when the current palm tilt requests climb.

Definition at line 205 of file VrGliderComponent.h.

◆ isDiving

bool Engine::Components::VrGlider::DebugSnapshot::isDiving = false

True when the current palm tilt requests dive.

Definition at line 206 of file VrGliderComponent.h.

◆ isNearGround

bool Engine::Components::VrGlider::DebugSnapshot::isNearGround = false

True when ground is close enough to affect state transitions.

Definition at line 169 of file VrGliderComponent.h.

◆ isStalled

bool Engine::Components::VrGlider::DebugSnapshot::isStalled = false

True when the flight model is stalled.

Definition at line 207 of file VrGliderComponent.h.

◆ landingCheckpointTimer

float Engine::Components::VrGlider::DebugSnapshot::landingCheckpointTimer = 0.0f

Time accumulated toward saving the current landing checkpoint.

Definition at line 228 of file VrGliderComponent.h.

◆ lastSafeLandingPosition

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::lastSafeLandingPosition { 0.0f }

Last stable walkable position used for respawn.

Definition at line 223 of file VrGliderComponent.h.

◆ leftGrip

float Engine::Components::VrGlider::DebugSnapshot::leftGrip = 0.0f

Left grip analog value in the range reported by the XR input handler.

Definition at line 144 of file VrGliderComponent.h.

◆ leftHandCylinderDistance

float Engine::Components::VrGlider::DebugSnapshot::leftHandCylinderDistance = 0.0f

Horizontal distance from headset vertical axis to left hand.

Definition at line 162 of file VrGliderComponent.h.

◆ leftHandDistance

float Engine::Components::VrGlider::DebugSnapshot::leftHandDistance = 0.0f

Distance from headset to left hand.

Definition at line 160 of file VrGliderComponent.h.

◆ leftHandValid

bool Engine::Components::VrGlider::DebugSnapshot::leftHandValid = false

True when the left-hand pose was valid.

Definition at line 158 of file VrGliderComponent.h.

◆ leftTrigger

float Engine::Components::VrGlider::DebugSnapshot::leftTrigger = 0.0f

Left trigger analog value in the range reported by the XR input handler.

Definition at line 149 of file VrGliderComponent.h.

◆ leftTriggerPressed

bool Engine::Components::VrGlider::DebugSnapshot::leftTriggerPressed = false

True when the left trigger exceeds the configured grip threshold.

Definition at line 151 of file VrGliderComponent.h.

◆ missingHeadset

bool Engine::Components::VrGlider::DebugSnapshot::missingHeadset = false

True when the component has no headset pointer.

Definition at line 134 of file VrGliderComponent.h.

◆ missingInputHandler

bool Engine::Components::VrGlider::DebugSnapshot::missingInputHandler = false

True when the component has no XR input handler pointer.

Definition at line 135 of file VrGliderComponent.h.

◆ missingPhysicsBody

bool Engine::Components::VrGlider::DebugSnapshot::missingPhysicsBody = false

True when the component has no physics body pointer.

Definition at line 136 of file VrGliderComponent.h.

◆ momentum

float Engine::Components::VrGlider::DebugSnapshot::momentum = 0.0f

Horizontal speed component used as glider momentum.

Definition at line 195 of file VrGliderComponent.h.

◆ palmTilt

float Engine::Components::VrGlider::DebugSnapshot::palmTilt = 0.0f

Average palm tilt input passed to the flight model.

Definition at line 192 of file VrGliderComponent.h.

◆ physicsBodyVelocity

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::physicsBodyVelocity { 0.0f }

Linear velocity read back from the attached physics body.

Definition at line 189 of file VrGliderComponent.h.

◆ playerPosition

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::playerPosition { 0.0f }

Player locomotion-root position.

Definition at line 178 of file VrGliderComponent.h.

◆ playerYawRadians

float Engine::Components::VrGlider::DebugSnapshot::playerYawRadians = 0.0f

Accumulated player yaw applied by walking snap turns.

Definition at line 191 of file VrGliderComponent.h.

◆ previousState

GliderState Engine::Components::VrGlider::DebugSnapshot::previousState = GliderState::FALLING

State before this frame's transition logic.

Definition at line 141 of file VrGliderComponent.h.

◆ recoveredStall

bool Engine::Components::VrGlider::DebugSnapshot::recoveredStall = false

True during the frame where the flight model recovered from stall.

Definition at line 209 of file VrGliderComponent.h.

◆ respawnTriggered

bool Engine::Components::VrGlider::DebugSnapshot::respawnTriggered = false

True during the frame where fall reset triggered.

Definition at line 221 of file VrGliderComponent.h.

◆ rightAmount

float Engine::Components::VrGlider::DebugSnapshot::rightAmount = 0.0f

Right control amount derived from hand pose.

Definition at line 194 of file VrGliderComponent.h.

◆ rightGrip

float Engine::Components::VrGlider::DebugSnapshot::rightGrip = 0.0f

Right grip analog value in the range reported by the XR input handler.

Definition at line 145 of file VrGliderComponent.h.

◆ rightHandCylinderDistance

float Engine::Components::VrGlider::DebugSnapshot::rightHandCylinderDistance = 0.0f

Horizontal distance from headset vertical axis to right hand.

Definition at line 163 of file VrGliderComponent.h.

◆ rightHandDistance

float Engine::Components::VrGlider::DebugSnapshot::rightHandDistance = 0.0f

Distance from headset to right hand.

Definition at line 161 of file VrGliderComponent.h.

◆ rightHandValid

bool Engine::Components::VrGlider::DebugSnapshot::rightHandValid = false

True when the right-hand pose was valid.

Definition at line 159 of file VrGliderComponent.h.

◆ rightThumbstick

glm::vec2 Engine::Components::VrGlider::DebugSnapshot::rightThumbstick { 0.0f }

Right thumbstick value sampled from the XR input handler.

Definition at line 153 of file VrGliderComponent.h.

◆ rightTrigger

float Engine::Components::VrGlider::DebugSnapshot::rightTrigger = 0.0f

Right trigger analog value in the range reported by the XR input handler.

Definition at line 150 of file VrGliderComponent.h.

◆ rightTriggerPressed

bool Engine::Components::VrGlider::DebugSnapshot::rightTriggerPressed = false

True when the right trigger exceeds the configured grip threshold.

Definition at line 152 of file VrGliderComponent.h.

◆ smoothedGroundY

float Engine::Components::VrGlider::DebugSnapshot::smoothedGroundY = 0.0f

Smoothed capsule-center Y position used while walking.

Definition at line 176 of file VrGliderComponent.h.

◆ snapTurnArmed

bool Engine::Components::VrGlider::DebugSnapshot::snapTurnArmed = true

True when the right stick has returned to the deadzone and can trigger another snap turn.

Definition at line 154 of file VrGliderComponent.h.

◆ snapTurnDirection

int Engine::Components::VrGlider::DebugSnapshot::snapTurnDirection = 0

Snap-turn direction, -1 for right, 1 for left, and 0 for none.

Definition at line 156 of file VrGliderComponent.h.

◆ snapTurnTriggered

bool Engine::Components::VrGlider::DebugSnapshot::snapTurnTriggered = false

True during the frame where a snap turn was applied.

Definition at line 155 of file VrGliderComponent.h.

◆ stallRecoveryTimer

float Engine::Components::VrGlider::DebugSnapshot::stallRecoveryTimer = 0.0f

Current stall recovery timer.

Definition at line 203 of file VrGliderComponent.h.

◆ takeoffArmed

bool Engine::Components::VrGlider::DebugSnapshot::takeoffArmed = true

True when the player can request takeoff from walking.

Definition at line 217 of file VrGliderComponent.h.

◆ takeoffBlocked

bool Engine::Components::VrGlider::DebugSnapshot::takeoffBlocked = false

True when takeoff was requested but blocked by clearance or latching.

Definition at line 219 of file VrGliderComponent.h.

◆ takeoffRequested

bool Engine::Components::VrGlider::DebugSnapshot::takeoffRequested = false

True when arms were spread while walking.

Definition at line 218 of file VrGliderComponent.h.

◆ takeoffTestPosition

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::takeoffTestPosition { 0.0f }

Candidate player position tested for walking takeoff clearance.

Definition at line 222 of file VrGliderComponent.h.

◆ targetVelocity

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::targetVelocity { 0.0f }

Velocity returned by the flight model before collision response.

Definition at line 186 of file VrGliderComponent.h.

◆ tickSkipped

bool Engine::Components::VrGlider::DebugSnapshot::tickSkipped = false

True when the component skipped movement for the frame.

Definition at line 133 of file VrGliderComponent.h.

◆ velocityAfterUpdate

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::velocityAfterUpdate { 0.0f }

Velocity after movement, collision, and state updates.

Definition at line 187 of file VrGliderComponent.h.

◆ velocityBeforeUpdate

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::velocityBeforeUpdate { 0.0f }

Velocity before this frame's movement update.

Definition at line 185 of file VrGliderComponent.h.

◆ verticalVelocity

float Engine::Components::VrGlider::DebugSnapshot::verticalVelocity = 0.0f

Vertical velocity returned by the flight model.

Definition at line 196 of file VrGliderComponent.h.

◆ windAlignment

float Engine::Components::VrGlider::DebugSnapshot::windAlignment = 0.0f

Alignment between glide direction and sampled wind direction.

Definition at line 199 of file VrGliderComponent.h.

◆ windContribution

glm::vec3 Engine::Components::VrGlider::DebugSnapshot::windContribution { 0.0f }

Wind velocity applied to the flight model.

Definition at line 212 of file VrGliderComponent.h.

◆ windMomentumDelta

float Engine::Components::VrGlider::DebugSnapshot::windMomentumDelta = 0.0f

Momentum gained or lost from wind during this frame.

Definition at line 200 of file VrGliderComponent.h.

◆ windSample

World::WindSample Engine::Components::VrGlider::DebugSnapshot::windSample {}

Wind sample read at the player position.

Definition at line 211 of file VrGliderComponent.h.


The documentation for this struct was generated from the following file: