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SleakEngine 1.0.0
C++23 multi-backend game engine
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#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. | |
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. | |