SleakEngine 1.0.0
C++23 multi-backend game engine
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Colliders.hpp File Reference
#include <Math/Vector.hpp>
#include <Utility/Container/List.hpp>
#include <variant>
#include <vector>
#include <cstdint>
#include <algorithm>
#include <cmath>
#include <limits>

Go to the source code of this file.

Classes

struct  Sleak::Physics::AABB
struct  Sleak::Physics::BoundingCapsule
struct  Sleak::Physics::BoundingSphere
struct  Sleak::Physics::TriangleMesh
class  Sleak::Physics::Vector3D

Namespaces

namespace  Sleak
 Root namespace for everything the engine exposes.
namespace  Sleak::Physics
 Collision shapes, the broadphase tree, and the world that steps them.

Typedefs

using Sleak::Physics::ColliderShape = std::variant<AABB, BoundingSphere, BoundingCapsule, TriangleMesh>
 Tagged union of the shapes a ColliderComponent can hold.

Enumerations

enum class  Sleak::Physics::ColliderType { Sleak::Physics::ColliderType::AABB , Sleak::Physics::ColliderType::Sphere , Sleak::Physics::ColliderType::Capsule , Sleak::Physics::ColliderType::Mesh }

Functions

AABB Sleak::Physics::GetWorldAABB (const ColliderShape &shape, const Vector3D &worldPos, const Vector3D &worldScale)
 Transforms a local-space collider shape into a world-space AABB for broadphase queries.