Physics body state for entities synchronized with Bullet.
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#include <EcsData.h>
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| btRigidBody * | rigidBody = nullptr |
| | Bullet rigid body owned by the physics component.
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| btCollisionShape * | collisionShape = nullptr |
| | Bullet collision shape owned by the physics component.
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| bool | isKinematic = false |
| | True when the engine writes the ECS transform into Bullet each frame.
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| bool | isStatic = false |
| | True when the body does not move during physics simulation.
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Physics body state for entities synchronized with Bullet.
Definition at line 182 of file EcsData.h.
◆ collisionShape
| btCollisionShape* Engine::Ecs::SimulatesPhysics::collisionShape = nullptr |
Bullet collision shape owned by the physics component.
Definition at line 185 of file EcsData.h.
◆ isKinematic
| bool Engine::Ecs::SimulatesPhysics::isKinematic = false |
True when the engine writes the ECS transform into Bullet each frame.
Definition at line 186 of file EcsData.h.
◆ isStatic
| bool Engine::Ecs::SimulatesPhysics::isStatic = false |
True when the body does not move during physics simulation.
Definition at line 187 of file EcsData.h.
◆ rigidBody
| btRigidBody* Engine::Ecs::SimulatesPhysics::rigidBody = nullptr |
Bullet rigid body owned by the physics component.
Definition at line 184 of file EcsData.h.
The documentation for this struct was generated from the following file:
- /workspace/magerbeton/gl3-vulkan/code/Engine/include/Engine/Ecs/EcsData.h