Types are still be filled out. When this is completed to_jph() can be removed. More...
Classes | |
| 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. More... | |
| struct | contact_event |
| class | contact_listener |
| implementation of Jolt's contact listener for collisions More... | |
| 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. More... | |
| class | jolt_context |
| jolt_context is the backend implementation of physics context More... | |
| struct | jolt_settings |
| Jolt-specific context configurations These are going to be internally integrated to jolt_context. More... | |
| 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. More... | |
| 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. More... | |
| class | physics_context |
| The context is the way to interact with specific backend context implementation such as JoltPhysics as our specific implementation-backend. More... | |
| class | physics_engine |
| The manager class for all physics engines. Manages the physics contexts and the collision engines. More... | |
| struct | quaternion |
| struct | vector3 |
| struct | vector3< JPH::Double3 > |
| struct | vector3< JPH::DVec3 > |
| struct | vector3< JPH::Float3 > |
| struct | vector3< JPH::Vec3 > |
| struct | vector4 |
| struct | vector4< JPH::Float4 > |
| struct | vector4< JPH::Vec4 > |
Enumerations | |
| enum class | ObjectLayer : std::uint8_t { NonMoving = 0 , Moving = 1 , NumLayers } |
| This contains a few important comparisons having to do with setting up the oct-trees correctly as well as the filtering and collision interaction. More... | |
| enum class | BroadPhaseLayers : std::uint8_t { NonMoving = 0 , Moving = 1 , NumLayers } |
| enum | thread_type : uint8_t { default_system = 0 , job_system = 1 } |
Functions | |
| ref< physics_context > | initialize_physics_context (const jolt_settings &p_settings, event::event_bus &p_bus) |
| initializes the physics backend. SHOULD have an API associated with but for now, we assume we only have JoltPhysics as our only physics backend | |
Types are still be filled out. When this is completed to_jph() can be removed.
|
strong |
This contains a few important comparisons having to do with setting up the oct-trees correctly as well as the filtering and collision interaction.