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Toast Engine
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Deterministic randomness for destruction. More...
#include "body.hpp"#include "shape.hpp"#include <glm/glm.hpp>#include <numbers>#include <toast/hash.hpp>#include <toast/voxel/voxel_constants.hpp>

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Classes | |
| struct | physics::Rng |
Macros | |
| #define | LARP(a, b, c) |
Enumerations | |
| enum class | FractureStream : uint8_t { edge_noise = 1 , shatter_points = 2 , granular = 3 , debris = 4 , edge_lobes = 6 , core_split = 7 } |
Functions | |
| constexpr auto | physics::streamSeed (uint64_t seed, FractureStream stream) noexcept -> uint64_t |
| constexpr auto | physics::unitFloat (uint64_t bits) noexcept -> float |
| auto | physics::sphereDirection (float u, float v) noexcept -> glm::vec3 |
| constexpr auto | physics::hashCell (uint64_t seed, glm::ivec3 cell) noexcept -> uint64_t |
| auto | physics::fractureSeed (BodyID source, ShapeID shape, glm::vec3 local_point, uint64_t tick) noexcept -> uint64_t |
| constexpr auto | physics::hash01 (uint64_t seed, glm::ivec3 cell) noexcept -> float |
| auto | physics::hashUnit3 (uint64_t seed, uint64_t index) noexcept -> glm::vec3 |
| auto | physics::valueNoise3 (uint64_t seed, glm::vec3 p) noexcept -> float |
Deterministic randomness for destruction.
| #define LARP | ( | a, | |
| b, | |||
| c ) |