PGR Copakond OpenGL Engine - Bowling
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12345]
 Ccopakond::BowlingGameCore logic manager handling bowling rules, scoring, and lane interactions
 Ccopakond::BowlingLightData
 Ccopakond::CollisionDetectorStatic utility class implementing intersection math (SAT, Sphere overlap)
 Ccopakond::CollisionResultContainer for collision response data
 Ccopakond::ControllerBase interface for input handling and logic updates
 Ccopakond::InputControllerHandles player movement, camera perspective switching, and object interaction logic
 Ccopakond::InputControllerBowlingBowling-specific player controller handling throwing mechanics and scene interactions
 Ccopakond::FogSimple linear fog parameters
 Ccopakond::GeometryBase class for all spatial objects, serving as a node in the scene graph
 Ccopakond::CameraCamera for generating view and projection matrices
 Ccopakond::MeshBase drawable 3D object containing geometry and material data
 Ccopakond::CollisionShapeBase class for physics colliders, acting as an invisible (or debug) mesh
 Ccopakond::CollisionBoxOriented Bounding Box (OBB) collider
 Ccopakond::RigidBodyKinematic object affected by gravity, friction, and collision resolution
 Ccopakond::CollisionSphereSpherical collider, optimized for fast radius-based intersection tests
 Ccopakond::CollisionPinSpecialized sphere collider for bowling pins with custom fall physics
 Ccopakond::RigidSphereKinematic sphere that automatically rolls based on its horizontal velocity
 Ccopakond::ImageMoving2D plane with an animated (scrolling) texture map
 Ccopakond::ImageSequenceLabel2D plane that plays an animation by cycling through a sprite sheet texture
 Ccopakond::ImageLabelStatic 2D image plane, implemented as a paused 1-frame image sequence
 Ccopakond::ObjMeshMesh loaded from an external .obj file
 Ccopakond::SkyboxEnvironmental background cube map with day/night cycle blending
 Ccopakond::TextLabelDynamically generates 2D geometry to render text using a bitmap font atlas
 Ccopakond::InputGlobal input manager tracking keyboard states and mouse deltas
 Ccopakond::LevelEditorRuntime editor utility allowing the user to pick, move, and save mesh transformations
 Ccopakond::LightBase class for scene lighting calculations
 Ccopakond::DirectionalLight
 Ccopakond::PointLight
 Ccopakond::SpotLight
 Ccopakond::LightUniformsCaches shader uniform locations for a specific light instance to avoid repeated lookups
 Ccopakond::MaterialDefines surface properties and texture maps for rendering a mesh
 Ccopakond::MtlLoader
 Ccopakond::ObjLoaderParses Wavefront .obj files and extracts vertices, normals, UVs, and submeshes
 Ccopakond::PhysicsMaterialPhysical properties affecting collision resolution
 Ccopakond::SceneBase class for all game scenes, managing lifecycle, rendering, and scene entities
 Ccopakond::BowlingSceneMain playable scene containing the bowling alley environment and game loop
 Ccopakond::SampleSceneDemonstration scene featuring a working procedural clock and basic physics interactions
 Ccopakond::TemplateSceneEmpty starter scene with initialized lighting, skybox, and a player controller
 Ccopakond::ShaderCore manager for shader program compilation, uniform binding, and rendering
 Ccopakond::SplineBase class for parameterized spline animations
 Ccopakond::BezierBezier curve spline implementation
 Ccopakond::CatmullRollCatmull-Rom spline implementation
 Ccopakond::StateSavedStores a snapshot of object's transform for saving or undo operations
 Ccopakond::SubMeshRepresents a part of a mesh that uses a specific material