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SleakEngine 1.0.0
C++23 multi-backend game engine
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Collision shapes, broadphase structures, rigidbody simulation, and the physics world that drives them. More...
Classes | |
| struct | Sleak::Physics::AABB |
| struct | Sleak::Physics::BoundingCapsule |
| struct | Sleak::Physics::BoundingSphere |
| class | Sleak::ColliderComponent |
| struct | Sleak::Physics::CollisionManifold |
| struct | Sleak::Physics::CollisionPair |
| struct | Sleak::Physics::ContactPoint |
| class | Sleak::Physics::DynamicAABBTree |
| class | Sleak::Physics::PhysicsWorld |
| struct | Sleak::Physics::RayHit |
| class | Sleak::RigidbodyComponent |
| struct | Sleak::Physics::SweepResult |
| struct | Sleak::Physics::TreeNode |
| struct | Sleak::Physics::TriangleMesh |
Collision shapes, broadphase structures, rigidbody simulation, and the physics world that drives them.
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strong |
#include <RigidbodyComponent.hpp>
How a rigidbody participates in collision response.
| Enumerator | |
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| Static | |
| Kinematic | |
| Dynamic | |
Definition at line 12 of file RigidbodyComponent.hpp.
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strong |
#include <Colliders.hpp>
Discriminates which alternative of ColliderShape a collider currently holds.
| Enumerator | |
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| AABB | |
| Sphere | |
| Capsule | |
| Mesh | |
Definition at line 225 of file Colliders.hpp.