tile2d
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 C_CreateTileMap
 CAABB< T, Prec >
 CAABB< Float >
 CAABB< int32_t >
 CWorld< TileData >::Cache
 Cdebug::CollideInfo
 CCollisionManifoldDefines the relevant collision information generated by detectNarrowColllision() to both resolve the collision through its normals and impulse
 CCreateTileMap< TileType, TileMapAllocator, PhysicsWorld >
 Cstd::equal_to< glm::i32vec2 >
 CFreeList< Type, Int >
 CFreeList< BodyElement, uint32_t >
 CFreeList< Grid::GridElement, uint16_t >
 CFreeList< World::BodyElement, uint32_t >
 CGrid< T, Int >Used for spatial indexing
 CGrid< World::SpatialIndex >
 CGrid< T, Int >::GridElement
 Cboost::hash< glm::i32vec2 >
 Cstd::hash< glm::i32vec2 >
 Cboost::hash< glm::vec< 2, int32_t, glm::packed_lowp > >
 CImpulseMethod::Impulse
 CImpulseMethodResolves the collision between two bodies using the impulse method
 CLinkedListHeader< T, Access, Int >::Iterator
 CTileMap< TileType >::IteratorAllows iteration of tiles with for loops/
 Cstd::less< glm::i32vec2 >
 Cstd::less< glm::vec< 2, int32_t, glm::packed_lowp > >
 CLinearGeneralForm
 CLinkedListElement< Int >
 CLinkedListElement< uint32_t >
 CWorld< TileData >::BodyElement
 CLinkedListHeader< T, Access, Int >
 CLinkedListHeader< BodyElement, FreeList< BodyElement, uint32_t >, uint32_t >
 CGrid< T, Int >::ParentCell
 CPhysicsTilePropertiesContains the physical properties of a tile, such as elasticity
 CSinCosUsed to simplify the use of precalculated values for sine and cosine
 CTileBody< TileType >::SpatialIndexA spatial index where pos may point towards a chunk or tile
 CWorld< TileData >::SpatialIndex
 CTileBodyCollisionCache< TileData >Used to speed up the collision detection between two tile bodies
 CTileMap< TileType >
 CTileProperties< T >Contains the data of a tile or multi tile
 CTOBB
 CTransform
 CWorld< TileData >Allows collisions between different bodies to occur
 CWorldBodyThe abstract base class of all Rigid Bodies that defines essential methods and members to be used in t2d::World<>
 CBodyExtends the functionality of WorldBody to allow for things such as angular velocity
 CTileBody< TileType >For use with a TileMap<>, allows collisions with other rigid bodies inside World<>
 CBulletBody