CORGI
An open source project by
FPL.
|
#include <memory>
#include <vector>
#include "breadboard/event.h"
#include "corgi/component.h"
#include "flatbuffers/reflection.h"
#include "fplbase/asset_manager.h"
#include "fplbase/renderer.h"
#include "fplbase/shader.h"
#include "library_components_generated.h"
#include "mathfu/glsl_mappings.h"
Go to the source code of this file.
Classes | |
struct | CollisionData |
Data describing which Entities were involed in a collision and where. More... | |
struct | RigidBodyData |
Data describing a single Bullet rigid body shape. More... | |
struct | PhysicsData |
Data for scene object Components. More... | |
class | PhysicsComponent |
The Component that manages the physics for every Entity that registers with it. More... | |
Typedefs | |
typedef void(* | CollisionCallback )(CollisionData *collision_data, void *user_data) |
A function pointer for the callback after a collision. | |
Variables | |
static const int | kMaxPhysicsBodies = 5 |
The maximum number of physics bodies per Entity. | |
static const float | kDefaultPhysicsGravity = -9.8f |
The constant for gravity. | |
static const int | kDefaultPhysicsMaxSteps = 5 |
The default number of max steps to advance per frame. | |