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glm::highp_vec3 | position { 0.f } |
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glm::highp_vec4 | quaternion { 0.f, 0, 0, 1 } |
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glm::highp_vec3 | rotation { 0.f } |
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glm::highp_vec3 | scale { 1.f } |
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glm::vec4 | ambient { 0.2f } |
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glm::vec4 | diffuse { 0.5f } |
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glm::vec4 | specular { 1.f } |
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float | shininess = 0.5f |
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glm::vec3 | direction { 0.f } |
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glm::vec3 | view_position { 0.f } |
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glm::vec4 | ambient { 1.f } |
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glm::vec4 | diffuse { 1.f } |
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glm::vec4 | specular { 1.f, 1.f, 0.f, 0.f } |
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glm::vec4 | color { 1.f } |
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glm::vec3 | position |
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glm::vec4 | color = { 1.f, 1.f, 1.f, 1.f } |
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float | attenuation = 1.f |
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float | constant = 1.f |
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float | linear = 1.f |
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float | quadratic = 1.f |
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glm::vec4 | ambient = glm::vec4(1.f) |
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glm::vec4 | diffuse = glm::vec4(1.f) |
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glm::vec4 | specular = glm::vec4(1.f) |
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bool | flip = false |
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glm::vec4 | color { 1.f } |
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std::string | model_path = "" |
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std::string | diffuse = "" |
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std::string | specular = "" |
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glm::vec2 | plane { 0.f } |
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bool | is_active = false |
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float | field_of_view = glm::radians(45.f) |
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bool | enable = false |
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glm::mat4 | projection |
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glm::mat4 | view |
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glm::vec3 | linear_velocity = glm::vec3(0.0) |
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glm::vec3 | angular_velocity = glm::vec3(0.0f) |
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glm::vec3 | force = glm::vec3(0.0f) |
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glm::vec3 | impulse = glm::vec3(0.0f) |
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glm::vec3 | torque = glm::vec3(0.0f) |
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float | mass_factor = 1.0f |
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glm::vec3 | center_mass_position = glm::vec3(0.0f) |
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float | linear_damping = 0.0f |
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float | angular_damping = 0.0f |
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float | gravity_factor = 1.0f |
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float | friction = 0.8f |
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float | restitution = 0.2f |
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uint8_t | body_movement_type = body_type::fixed |
| | body_type::fixed means this physics body is static
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uint8_t | body_layer_type = body_layer::moving |
| | body_layer (object layers) refer to the rules of the collision system specified in JoltPhysics
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glm::vec3 | half_extent = glm::vec3(0.5f) |
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float | radius = 0.5f |
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float | half_height = 0.5f |
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float | radius = 0.5f |
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