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Collision detection and response systems. More...

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 # helios::engine::modules::physics::collision::systems
 
 Collision detection and response systems for the helios engine.
 
 This namespace contains systems for spatial partitioning, collision detection, and collision response handling. The systems are designed to run in a specific order within the game loop:
 
 1 **BoundsUpdateSystem** - Updates world-space AABB colliders from entity transforms.
 2 **GridCollisionDetectionSystem** - Performs broad-phase and narrow-phase collision detection using uniform spatial partitioning.
 3 **CollisionStateResponseSystem** - Processes collision states and issues response commands (e.g., despawn).
 4 **CollisionStateClearSystem** - Clears collision state components at frame end (post-phase).
 
 ## GridCollisionDetectionSystem
 
 Implements grid-based spatial partitioning for efficient collision detection:
 
 - **Broadphase:** Entities are inserted into grid cells based on their AABB
 - **Narrowphase:** AABB intersection tests for entities sharing the same cell
 - **Layer Filtering:** Uses layer masks for fine-grained collision pair control
 - **Hit Policy:** Supports `OneHit` (first collision only) or `All` (multi-target)
 
 ## CollisionStateResponseSystem
 
 Processes collision states and executes configured behaviors:
 
 - Reads `CollisionStateComponent` to determine collision response
 - Issues `DespawnCommand` for entities with `Despawn` behavior
 - Publishes `SolidCollisionEvent` / `TriggerCollisionEvent` for `PassEvent` behavior
 
 ---
 
 <details>
 <summary>Doxygen</summary><p>
 @namespace helios::engine::modules::physics::collision::systems
 @brief Collision detection and response systems.
 @details This namespace contains systems for updating collider bounds, performing grid-based spatial partitioning for efficient broad-phase detection, processing collision responses, and clearing collision state at frame end.
 </p></details>
 

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