Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
- namespace JPH
- namespace atlas
- class application
- struct application_settings
- struct box_collider3d
- class camera
- class console_log_manager
- class entity_t
- namespace event
- struct joystick_button
- struct joystick_info
- namespace filesystem
- class graphics_context
- class interpolation
- struct light TODO: Make this better (when we do lighting)
- struct material
- struct math_generic
- struct matrix2
- struct matrix3
- struct matrix4
- class mesh
- namespace physics Handles error handling with in jolt.
- class broad_phase_layer_interface This class is made to control the broadphase layer. Filters can be added to it to create a better and more organized broadphase. Ass well as giving some control to the user on how the broadphase should be organized. This requires dynamic masking however, which is not currently running.
- struct collider_body
- struct collider_event This is a replacement for an event system to handle collider. It will be replaced by an event system once we have functional one up and running.
- struct contact_event
- class contact_listener This is the glue between contact events and jolts contact listener. It takes the calls from jolt through virtual functions and allows users to create children for jolt collision.
- class jolt_api
- class jolt_collision This is the collision api. It allows users to create children of this collision handler and write their own functions over the virtual ones. Then they can assign it to the engine.
- class jolt_collision_manager This allows users to make thier own version of jolt collition and run them their own way. It allows users to interact with the calls by creating a child class of jolt_collision and run whatever action they want.
- struct jolt_config Used to keep global data for player access and use. Tells how physics bodies should act within a given scene by default.
- class jolt_context This class is made to be 1 of three api wrappers for jolt. Jolt context is specifically for engine only use of the api. It wraps the inititialization, the physics step and the clean up. Allow use not to have to write batching algorithms for each time we want to change the settings of jolt physics.
- struct jolt_settings This includes global configs for each scene and how the physics engine will behave in a paticular scene.
- struct matrix4
- struct matrix4< JPH::Mat44 >
- class object_layer_pair_filter This goes into more detailed ways of filtering, where the object collisions may be defined be what the other object is. In this case a static setup allows static object to trigger collision only when it is touched by a dynamic target.
- class object_vs_broadphase_layer This is used to tell Jolt what can or cannot collide. As of right now the list is static therfore the layers do not need a dynamic set up. This will change when the object layers become user definable.
- class physics_api
- struct physics_body
- class physics_context The context is the way to interact with only the engine. It is the api for all the background funcitons and information that the user shouldn not see. It is a virtual based type erasure class so thatmany engines can implement the same functions. Specifically realted to backend engine creation like batching, starting runtime, etc...
- class physics_engine The manager class for all physics engines. Manages the physics contexts and the collision engines.
- struct quaternion
- struct vector3
- struct vector3< JPH::DVec3 >
- struct vector3< JPH::Double3 >
- struct vector3< JPH::Float3 >
- struct vector3< JPH::Vec3 >
- struct vector4
- struct vector4< JPH::Float4 >
- struct vector4< JPH::Vec4 >
- struct reload Actually might do a query for this along with rendertarget3d.
- class render_context
- class renderer
- struct rigidbody3d
- class scene_object
- class scene_scope
- class serializer
- namespace sync_update
- class system_registry
- struct tag
- class thread
- class timer
- struct transform
- struct transform_physics
- namespace ui
- struct vector2
- struct vector2< glm::highp_vec2 >
- struct vector3
- struct vector3< JPH::Vec3 >
- struct vector3< glm::highp_vec3 >
- struct vector4
- struct vector4< glm::highp_vec4 >
- namespace vk
- struct camera_ubo Going to remove this.
- struct command_buffer_settings settings for specifying command buffers to construct
- struct descriptor_binding_entry
- struct descriptor_binding_point
- class descriptor_set
- struct descriptor_set_layout
- struct global_ubo Just for testing purposes for sending this struct over to the shader.
- struct hud_data
- struct image_extent
- class imgui_context
- struct material_uniform material is going to define properties about how a scene object itself gets rendered
- class mesh mesh class specifically defined with vulkan implementations for specific primitives TODO: Whenever we load in a texture that will be laucnhed asyncronously
- struct renderpass_attachment
- struct renderpass_options
- struct shader_info
- struct surface_properties
- class texture
- struct texture_extent
- struct texture_properties
- struct vertex_attribute
- struct vertex_attribute_entry
- struct vertex_input
- struct vk_buffer vulkan buffer struct to define the handlers and memory specifications required for buffer handlers in vulkan
- struct vk_buffer_info Specifications of the vulkan buffer handlers and the use and memory bits associated with the buffer handlers.
- class vk_command_buffer Vulkan Command Buffers.
- class vk_context
- class vk_driver vulkan implementation of extracting a logical device
- struct vk_filter_range Range between min and max for the VkFilter.
- class vk_graphics_queue graphics queue mainly used for submitting to the graphics family specific queue
- struct vk_image vulkan image handler with resources; used when handling textures
- struct vk_image_handle
- class vk_index_buffer
- class vk_physical_driver
- class vk_pipeline
- class vk_present_queue Handles submissions to the specific queue for presentation.
- struct vk_queue_options
- class vk_renderer Something to consider for mesh loading.
- class vk_renderpass defines a renderpass operation
- struct vk_renderpass_options Renderpass specifictations for VkRenderpass.
- class vk_shader_group
- struct vk_shader_module
- class vk_swapchain
- class vk_uniform_buffer
- class vk_vertex_buffer
- class vk_window
- class window
- struct window_settings Specific settings to the window configuration.
- class world_scope Lets rethink how world_scope gets created.
- struct device_queue_family
- struct queue_family_indices
- namespace std