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File jolt_components.hpp

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  • #include <glm/glm.hpp>
  • #include <cstdint>
  • #include <thread>
  • #include <Jolt/Jolt.h>
  • #include <Jolt/Physics/PhysicsSystem.h>
  • #include <Jolt/Physics/Collision/ContactListener.h>

Namespaces

Type Name
namespace atlas
namespace physics
Handles error handling with in jolt.

Classes

Type Name
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
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.
struct jolt_settings
This includes global configs for each scene and how the physics engine will behave in a paticular scene.
struct physics_body

Public Types

Type Name
enum uint8_t combine_friction
created for future use of dynamic physics material
enum uint8_t combine_restitution
Created for future use of dynamic physics material.

Public Types Documentation

enum combine_friction

created for future use of dynamic physics material

enum combine_friction {
    FrictionDefualt = 0,
    FrictionMax = 1,
    FrictionMin = 2,
    FrictionNumTypes = 3
};

Remark:

FIXME: This needs to be associated with our own interpretations of how friction should work. Or have a way for users to override these functions. Do not delete for it will be needed in the near furture.


enum combine_restitution

Created for future use of dynamic physics material.

enum combine_restitution {
    RestitutionDefualt = 0,
    RestitutionMax = 1,
    RestitutionMin = 2,
    RestitutionNumTypes = 3
};

Remark:

FIXME: Same thing here, this will be used in the near future. As it is required by the basic jolt system. However, disccussion need to be made about how we allow users to overwrite resititution.



The documentation for this class was generated from the following file TheAtlasEngine/atlas/physics/jolt-cpp/jolt_components.hpp