struct SStanceState { Vec3 pos; Vec3 entityDirection; Vec3 animationBodyDirection; Vec3 upDirection; Vec3 weaponPosition; Vec3 aimDirection; Vec3 fireDirection; Vec3 eyePosition; Vec3 eyeDirection; float lean; float peekOver; AABB m_StanceSize; AABB m_ColliderSize; };
IMovementController.h
Vec3 aimDirection;
Direction from the weapon position to aim target, used for representation.
Vec3 animationBodyDirection;
Vec3 entityDirection;
Vec3 eyeDirection;
Direction from the eye position to the lookat or aim-at target.
Vec3 eyePosition;
Game logic position of the eye of the character.
Vec3 fireDirection;
Direction from the weapon position to the fire target, used for emitting the bullets.
float lean;
The amount the character is leaning -1 = left, 1 = right;
AABB m_ColliderSize;
The size of only the collider in this stance.
AABB m_StanceSize;
Game logic bounds of the character related to the 'pos'.
float peekOver;
The amount the character is peeking over 0 = none, 1 = max;
Vec3 pos;
Position of the character.
Vec3 upDirection;
Up direction of the character.
Vec3 weaponPosition;
Game logic position of the weapon of the character.
SStanceState();