TheAtlasEngine
 
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 Catlas::applicationSingle application that gets created by the engine internally
 Catlas::application_settingsApplication properties settings for the window
 Catlas::ui::block
 Catlas::box_collider
 CJPH::BroadPhaseLayerInterface
 Catlas::vk::camera_uboGoing to remove this
 Catlas::capsule_collider
 Catlas::event::collision_enter
 Catlas::event::collision_exit
 Catlas::event::collision_persisted
 Catlas::console_log_managerLogger for logging messages to stdout on the console
 Catlas::physics::contact_event
 CJPH::ContactListener
 CYAML::convert< atlas::body_layer >Custom specialized classes from yaml-cpp to specialize to take in a atlas::body_layer specifically
 CYAML::convert< atlas::body_type >Custom specialized classes from yaml-cpp to specialize to take in a atlas::body_type specifically
 CYAML::convert< atlas::box_collider >Custom specialized classes from yaml-cpp to specialize to take in a atlas::box_collider specifically
 CYAML::convert< atlas::capsule_collider >Custom specialized classes from yaml-cpp to specialize to take in a atlas::capsule_collider specifically
 CYAML::convert< atlas::mesh_source >
 CYAML::convert< atlas::physics_body >Custom specialized classes from yaml-cpp to specialize to take in a atlas::physics_body specifically
 CYAML::convert< atlas::point_light >
 CYAML::convert< atlas::sphere_collider >Custom specialized classes from yaml-cpp to specialize to take in a atlas::sphere_collider specifically
 CYAML::convert< glm::vec2 >Custom specialized classes from yaml-cpp to specialize to take in a glm::vec2 specifically
 CYAML::convert< glm::vec3 >Custom specialized classes from yaml-cpp to specialize to take in a glm::vec3 specifically
 CYAML::convert< glm::vec4 >Custom specialized classes from yaml-cpp to specialize to take in a glm::vec4 specifically
 Catlas::directional_light
 Catlas::ui::dockspaceDockspace window using imgui
 Catlas::tag::editorTo indicate which entities are editor-only
 Catlas::memory::enable_strong_from_this< T >CRTP mixin to enable objects to create strong_ptr instances to themselves
 Cflecs::entity
 Catlas::event::event_busEvent bus that holds the responsibility to reroute events to the subscribers of those particular event
 Cstd::exception
 Catlas::exception_block
 Cstd::false_type
 Catlas::vk::geometry_uniformMaterial is going to define properties about how a scene object itself gets rendered
 Catlas::vk::global_uboJust for testing purposes for sending this struct over to the shader
 Catlas::graphics_contextGraphics API-agnostic that is centralized to the graphics API themselves
 Cstd::hash<::vk::vertex_input >
 Catlas::vk::hud_data
 Catlas::vk::imgui_context
 Catlas::interpolation
 Catlas::physics::jolt_configUsed to keep global data for player access and use. Tells how physics bodies should act within a given scene by default
 Catlas::physics::jolt_settingsJolt-specific context configurations These are going to be internally integrated to jolt_context
 Catlas::event::joystick_button
 Catlas::event::joystick_info
 Catlas::light_scene_ubo
 Catlas::event::listener< UEvent >Generic event listener of event type UEvent
 Catlas::material_metadata
 Catlas::vk::material_uniformRepresents a vulkan specific mateiral to pass in two textures and offset for handling shininess
 Catlas::math_generic< T >Generics to specialize to their mathematical definition of matrices types
 Catlas::matrix2< T >
 Catlas::matrix3< T >
 Catlas::matrix4< T >
 Catlas::physics::matrix4< T >
 Catlas::physics::matrix4< JPH::Mat44 >
 Catlas::ui::menu_bar_exception
 Catlas::ui::menu_itemUI wrapper around setting up a menu item group
 Catlas::mesh
 Catlas::vk::meshMesh class specifically defined with vulkan implementations for specific primitives TODO: Whenever we load in a texture that will be laucnhed asyncronously
 Catlas::mesh_sourceLoads a mesh source
 CJPH::ObjectLayerPairFilter
 CJPH::ObjectVsBroadPhaseLayerFilter
 Catlas::memory::optional_ptr< T >Optional, nullable, smart pointer that works with hal::strong_ptr
 Catlas::perspective_cameraDefine a game object to have a perspective camera that can correspond to it
 Catlas::physics_bodyPhysics body data-driven representative
 Catlas::physics::physics_contextThe context is the way to interact with specific backend context implementation such as JoltPhysics as our specific implementation-backend
 Catlas::physics::physics_engineThe manager class for all physics engines. Manages the physics contexts and the collision engines
 Catlas::point_light
 Catlas::point_light_ubo
 Catlas::projection_viewTODO: Consider either relocating where this is and how it gets handled
 Catlas::physics::quaternion< T >
 Catlas::memory::detail::rc< T >A wrapper that contains both the ref_info and the actual object
 Catlas::memory::detail::ref_infoControl block for reference counting - type erased
 Catlas::render_contextInterface that defines a graphics APi-agnostic renderer
 Catlas::renderer
 Catlas::sceneConstructs a scene that defines an area where game objects are part of contained within an atlas::world
 Catlas::event::scene_transitionEvent to trigger when to transition specific scenes
 Catlas::tag::serializeTo tag entities to serialize through the serializer
 Catlas::serializerSerializer is responsible for saving/loading scenes
 Catlas::vk::shader_resource_groupResource group for loading shader sources that give you back VkShaderModule handles
 Catlas::sphere_collider
 Catlas::memory::strong_ptr< T >A non-nullable strong reference counted pointer
 Catlas::memory::strong_ptr_only_tokenA construction token that can only be created by make_strong_ptr
 Catlas::vk::surface_properties
 Catlas::system_registrySystem registry acts as a utility for managing creation of game worlds initially
 Catlas::transform
 Cstd::true_type
 Catlas::vector2< T >Vector2<T> is to define as a centralized mathematical representation of types such as glm::vec2, but can be defined based to the needs of specific mathematical types
 Catlas::vector2< glm::highp_vec2 >
 Catlas::physics::vector3< T >
 Catlas::vector3< T >Vector3<T> is to define a centralized wrapper as a mathematical representaiton for communicating vector3 types from frameworks to glm::vec3
 Catlas::vector3< glm::highp_vec3 >
 Catlas::physics::vector3< JPH::Double3 >
 Catlas::physics::vector3< JPH::DVec3 >
 Catlas::physics::vector3< JPH::Float3 >
 Catlas::physics::vector3< JPH::Vec3 >
 Catlas::vector3< JPH::Vec3 >
 Catlas::physics::vector4< T >
 Catlas::vector4< T >Vector4<T> is to define a centralized wrapper as a mathematical representaiton for communicating vector3 types from frameworks to glm::vec3
 Catlas::vector4< glm::highp_vec4 >
 Catlas::physics::vector4< JPH::Float4 >
 Catlas::physics::vector4< JPH::Vec4 >
 Catlas::vk::vertex_input
 Catlas::vk::vk_driverLogical device implementation wrapper around the VkDevice
 Catlas::vk::vk_physical_driverVulkan-specific implementation wrapper around VkPhysicalDevice
 Catlas::vk::vk_swapchain
 Catlas::memory::weak_ptr< T >A weak reference to a strong_ptr
 Catlas::windowRepresent an entire window that lives throughout the entire duration of the application
 Catlas::window_settingsSettings for specification for atlas::window
 Catlas::worldWorld represents a larger scope of areas that manages the scene contexts