Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
- class atlas::application
- class atlas::camera
- class atlas::console_log_manager
- class atlas::entity_t
- class atlas::graphics_context
- class atlas::vk::vk_context
- class atlas::interpolation
- class atlas::mesh
- class atlas::physics::physics_api
- class atlas::physics::jolt_api
- class atlas::physics::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 atlas::physics::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.
- class atlas::physics::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 atlas::physics::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.
- class atlas::physics::physics_engine The manager class for all physics engines. Manages the physics contexts and the collision engines.
- class atlas::render_context
- class atlas::vk::vk_renderer Something to consider for mesh loading.
- class atlas::renderer
- class atlas::scene_object
- class atlas::scene_scope
- class atlas::serializer
- class atlas::system_registry
- class atlas::thread
- class atlas::timer
- class atlas::vk::descriptor_set
- class atlas::vk::imgui_context
- class atlas::vk::mesh mesh class specifically defined with vulkan implementations for specific primitives TODO: Whenever we load in a texture that will be laucnhed asyncronously
- class atlas::vk::texture
- class atlas::vk::vk_command_buffer Vulkan Command Buffers.
- class atlas::vk::vk_driver vulkan implementation of extracting a logical device
- class atlas::vk::vk_graphics_queue graphics queue mainly used for submitting to the graphics family specific queue
- class atlas::vk::vk_index_buffer
- class atlas::vk::vk_physical_driver
- class atlas::vk::vk_pipeline
- class atlas::vk::vk_present_queue Handles submissions to the specific queue for presentation.
- class atlas::vk::vk_renderpass defines a renderpass operation
- class atlas::vk::vk_shader_group
- class atlas::vk::vk_swapchain
- class atlas::vk::vk_uniform_buffer
- class atlas::vk::vk_vertex_buffer
- class atlas::window
- class atlas::vk::vk_window
- struct atlas::application_settings
- struct atlas::box_collider3d
- struct atlas::event::joystick_button
- struct atlas::event::joystick_info
- struct atlas::light TODO: Make this better (when we do lighting)
- struct atlas::material
- struct atlas::math_generic
- struct atlas::matrix2
- struct atlas::matrix3
- struct atlas::matrix4
- struct atlas::physics::collider_body
- struct atlas::physics::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 atlas::physics::contact_event
- struct atlas::physics::jolt_config Used to keep global data for player access and use. Tells how physics bodies should act within a given scene by default.
- struct atlas::physics::jolt_settings This includes global configs for each scene and how the physics engine will behave in a paticular scene.
- struct atlas::physics::matrix4
- struct atlas::physics::matrix4< JPH::Mat44 >
- struct atlas::physics::physics_body
- struct atlas::physics::quaternion
- struct atlas::physics::vector3
- struct atlas::physics::vector3< JPH::DVec3 >
- struct atlas::physics::vector3< JPH::Double3 >
- struct atlas::physics::vector3< JPH::Float3 >
- struct atlas::physics::vector3< JPH::Vec3 >
- struct atlas::physics::vector4
- struct atlas::physics::vector4< JPH::Float4 >
- struct atlas::physics::vector4< JPH::Vec4 >
- struct atlas::reload Actually might do a query for this along with rendertarget3d.
- struct atlas::rigidbody3d
- struct atlas::tag
- struct atlas::transform
- struct atlas::transform_physics
- struct atlas::vector2
- struct atlas::vector2< glm::highp_vec2 >
- struct atlas::vector3
- struct atlas::vector3< JPH::Vec3 >
- struct atlas::vector3< glm::highp_vec3 >
- struct atlas::vector4
- struct atlas::vector4< glm::highp_vec4 >
- struct atlas::vk::camera_ubo Going to remove this.
- struct atlas::vk::command_buffer_settings settings for specifying command buffers to construct
- struct atlas::vk::descriptor_binding_entry
- struct atlas::vk::descriptor_binding_point
- struct atlas::vk::descriptor_set_layout
- struct atlas::vk::global_ubo Just for testing purposes for sending this struct over to the shader.
- struct atlas::vk::hud_data
- struct atlas::vk::image_extent
- struct atlas::vk::material_uniform material is going to define properties about how a scene object itself gets rendered
- struct atlas::vk::renderpass_attachment
- struct atlas::vk::renderpass_options
- struct atlas::vk::shader_info
- struct atlas::vk::surface_properties
- struct atlas::vk::texture_extent
- struct atlas::vk::texture_properties
- struct atlas::vk::vertex_attribute
- struct atlas::vk::vertex_attribute_entry
- struct atlas::vk::vertex_input
- struct atlas::vk::vk_buffer vulkan buffer struct to define the handlers and memory specifications required for buffer handlers in vulkan
- struct atlas::vk::vk_buffer_info Specifications of the vulkan buffer handlers and the use and memory bits associated with the buffer handlers.
- struct atlas::vk::vk_filter_range Range between min and max for the VkFilter.
- struct atlas::vk::vk_image vulkan image handler with resources; used when handling textures
- struct atlas::vk::vk_image_handle
- struct atlas::vk::vk_queue_options
- struct atlas::vk::vk_renderpass_options Renderpass specifictations for VkRenderpass.
- struct atlas::vk::vk_shader_module
- struct atlas::window_settings Specific settings to the window configuration.
- struct atlas::vk::vk_driver::device_queue_family
- struct atlas::vk::vk_physical_driver::queue_family_indices
- struct std::hash< atlas::vk::vertex_input >
- class JPH::BroadPhaseLayerInterface
- class atlas::physics::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.
- class JPH::ContactListener
- class atlas::physics::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 JPH::ObjectLayerPairFilter
- class atlas::physics::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 JPH::ObjectVsBroadPhaseLayerFilter
- class atlas::physics::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 std::enable_shared_from_this< world_scope >
- class atlas::world_scope Lets rethink how world_scope gets created.