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Nebula
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#include "ids/id.h"#include "ids/idallocator.h"#include "timing/time.h"#include "util/bitfield.h"#include "util/color.h"#include "util/delegate.h"#include "util/set.h"#include "util/arraystack.h"#include "util/stringatom.h"#include "math/mat4.h"#include "math/transform.h"#include "resources/resourceid.h"#include "flat/physics/material.h"#include <functional>#include "PxPhysicsAPI.h"Go to the source code of this file.
Classes | |
| struct | Physics::ActorResourceId |
| struct | Physics::AggregateResourceId |
| struct | Physics::PhysicsResourceId |
| struct | Physics::ConstraintResourceId |
| struct | Physics::Material |
| struct | Physics::ActorId |
| struct | Physics::CharacterId |
| struct | Physics::ConstraintId |
| struct | Physics::AggregateId |
| struct | Physics::Actor |
| struct | Physics::Character |
| struct | Physics::Constraint |
| struct | Physics::Aggregate |
| struct | Physics::ContactEvent |
| struct | Physics::CharacterCreateInfo |
| struct | Physics::CharacterCreateInfo::CapsuleInfo |
| struct | Physics::CharacterCreateInfo::BoxInfo |
| struct | Physics::Scene |
| physx scene classes, foundation and physics are duplicated here for convenience instead of static getters, might be removed later on More... | |
Namespaces | |
| namespace | Physics |
| Diverse functions for manipulating physics actors. | |
Typedefs | |
| using | Physics::CharacterCollision = Util::BitField<CharacterCollisionBitsMax> |
| using | Physics::UpdateFunctionType = void (*) (const Actor&) |
| using | Physics::EventCallbackType = void (*) (const Util::Array<ContactEvent>&) |
Enumerations | |
| enum | Physics::ActorType { Physics::Static , Physics::Kinematic , Physics::Dynamic } |
| enum | Physics::CharacterCollisionBits { Physics::Sides = 0 , Physics::Up = 1 , Physics::Down = 2 , Physics::CharacterCollisionBitsMax } |