Monad Engine da02fba2
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Physics

Bullet-backed collision and rigid-body simulation. More...

Files

file  Collider.h
 Thin RAII wrappers around Bullet collision shapes.
 
file  KinematicCharacterController.h
 Capsule-shaped character controller backed by Bullet's btKinematicCharacterController.
 
file  PhysicsManager.h
 Owns the Bullet dynamics world and steps it each frame.
 
file  Raycast.h
 Result struct for PhysicsManager::Raycast.
 
file  RigidBody.h
 Bullet btRigidBody wrapper pairing a Collider with mass and type.
 

Classes

class  mnd::Collider
 Abstract owner of a btCollisionShape. More...
 
class  mnd::BoxCollider
 Axis-aligned box collider; extents are half-sizes. More...
 
class  mnd::SphereCollider
 Sphere collider of the given radius. More...
 
class  mnd::CapsuleCollider
 Y-axis capsule collider (cylinder + hemispherical caps). More...
 
class  mnd::KinematicCharacterController
 High-level capsule character controller: walks, jumps, detects ground. More...
 
class  mnd::PhysicsManager
 Owns the Bullet btDiscreteDynamicsWorld and all auxiliary collision structures (broadphase, dispatcher, solver). More...
 
struct  mnd::RayHit
 Hit information returned by PhysicsManager::Raycast. More...
 
class  mnd::RigidBody
 Owning wrapper around btRigidBody; holds a shared Collider, mass, friction, and body type. More...
 

Enumerations

enum class  mnd::BodyType { mnd::BodyType::Static , mnd::BodyType::Dynamic , mnd::BodyType::Kinematic }
 Simulation category for a RigidBody. More...
 

Detailed Description

Bullet-backed collision and rigid-body simulation.

Bullet-backed rigid body and character controller wrappers.

PhysicsComponent (in Components) is the glue that attaches a RigidBody to a GameObject.

mnd::PhysicsManager owns one btDiscreteDynamicsWorld. Game code builds rigid bodies through mnd::RigidBody / mnd::Collider and either attaches a mnd::PhysicsComponent or uses mnd::KinematicCharacterController for an FPS-style walker.

Enumeration Type Documentation

◆ BodyType

enum class mnd::BodyType
strong

Simulation category for a RigidBody.

  • Static — never moves; contributes collision only (mass ignored).
  • Dynamic — fully simulated, driven by forces and gravity.
  • Kinematic — moved by game code; pushes dynamic bodies but is not itself affected.
Enumerator
Static 
Dynamic 
Kinematic 

Definition at line 28 of file RigidBody.h.