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Bicameral Engine
GPU-resident engine for a magic-research open-world game
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#include <physics_scene.h>
Public Attributes | |
| std::string | name |
| std::vector< PhysicsSceneBody > | bodies |
| uint64_t | tickCount = 0 |
| uint32_t | frictionQ16 = 1u << 15 |
Definition at line 30 of file physics_scene.h.
| std::vector<PhysicsSceneBody> bicameral::sim::PhysicsScene::bodies |
Definition at line 32 of file physics_scene.h.
Referenced by bicameral::sim::anonymous_namespace{physics_scene.cpp}::AddPen(), bicameral::sim::GpuPhysics::Create(), bicameral::sim::GpuPhysics::CreateBuffers(), bicameral::sim::MakeMassRatioScene(), bicameral::sim::MakePileScene(), bicameral::sim::MakeProbeStackScene(), bicameral::sim::MakeStackScene(), bicameral::sim::MakeWallScene(), and bicameral::sim::PhysicsWorld::PhysicsWorld().
| uint32_t bicameral::sim::PhysicsScene::frictionQ16 = 1u << 15 |
Definition at line 35 of file physics_scene.h.
Referenced by bicameral::sim::GpuPhysics::Create().
| std::string bicameral::sim::PhysicsScene::name |
Definition at line 31 of file physics_scene.h.
| uint64_t bicameral::sim::PhysicsScene::tickCount = 0 |
Definition at line 34 of file physics_scene.h.