Toast Engine
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voxel_node.hpp File Reference

Frontend for a Voxel node. More...

#include "voxel.hpp"
#include <algorithm>
#include <cstdint>
#include <memory>
#include <optional>
#include <toast/assets/types.hpp>
#include <toast/physics/body.hpp>
#include <toast/physics/collision.hpp>
#include <toast/voxel/stamp.hpp>
#include <toast/voxel/voxel_edit.hpp>
#include <vector>
Include dependency graph for voxel_node.hpp:
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Go to the source code of this file.

Classes

class  toast::VoxelNode
struct  toast::VoxelNode::ActiveContact
struct  toast::VoxelNode::PendingEvents

Namespaces

namespace  toast::_detail
 Member-robber pattern used by the generated reflection code.

Enumerations

enum class  toast::SimulationType : uint8_t { static_body = 0 , kinematic = 1 , dynamic = 2 }

Functions

auto toast::_detail::toVoxel (glm::vec3 pos) noexcept -> glm::ivec3
auto toast::_detail::toId (int id) noexcept -> uint8_t

Detailed Description

Frontend for a Voxel node.

Author
dario and Xein
Date
11 Sep 2026

Enumeration Type Documentation

◆ SimulationType

enum class toast::SimulationType : uint8_t
strong

How the physics body of a voxel node moves

Note
Pieces that break off a static or kinematic node always become dynamic
Enumerator
static_body 

Never moves.

kinematic 

Follows the node transform and pushes other bodies.

dynamic 

Fully simulated.