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 # helios::engine::modules::physics::collision::types
 
 Type definitions for collision system behavior configuration.
 
 ## Overview
 
 This module provides enumeration types and configuration structures used by the collision detection system to control how collisions are processed and resolved.
 
 ## Key Types
 
 | Type | Purpose |
 |------|---------|
 | `CollisionBehavior` | Bitmask enum defining collision response types |
 | `CollisionContext` | Struct containing collision event data |
 
 ## CollisionBehavior
 
 Bitmask values that can be combined to define collision responses:
 
 | Value | Description |
 |-------|-------------|
 | `None` | No collision response |
 | `Reflect` | Reflect velocity off the collision surface |
 | `Bounce` | Bounce with restitution applied |
 | `Stick` | Attach entity to the collision surface |
 | `Despawn` | Remove entity from the game world |
 | `PassEvent` | Emit event without physical response |
 | `PhaseEvent` | Push event to double-buffered event bus |
 | `FrameEvent` | Process event in the current frame |
 
 ## CollisionContext
 
 Contains collision event data:
 
 | Field | Type | Description |
 |-------|------|-------------|
 | `source` | `EntityHandle` | Source entity handle |
 | `contact` | `vec3f` | World-space contact point |
 | `isSolid` | `bool` | True if blocking collision |
 | `isTrigger` | `bool` | True if trigger collision |
 | `isCollisionReporter` | `bool` | True if source reports events |
 | `other` | `optional<EntityHandle>` | Other entity handle (if any) |
 | `collisionLayerId` | `uint32_t` | Source entity layer |
 | `otherCollisionLayerId` | `uint32_t` | Other entity layer |
 
 ---
 <details>
 <summary>Doxygen</summary><p>
 @namespace helios::engine::modules::physics::collision::types
 @brief Type definitions for collision system behavior configuration.
 @details Provides enums and structs that configure collision detection and response behavior, including bitmask-based behavior flags and collision event context data.
 </p></details>
 

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