Optional physics backend for vehicle mobility and body attach. 更多...
命名空间 | |
| namespace | action_adapter |
| namespace | destruction_cook |
| namespace | detail |
| namespace | softbody |
| namespace | softbody_cook |
| namespace | trajectory |
类 | |
| class | AcceleratorBackendProviderRegistration |
| Move-only lifetime token for one independently registered accelerator provider. 更多... | |
| class | Body |
| 2D rigid body (Box2D) in pixel-space coordinates. Owned by a World; create shapes with newRectangleFixture/newCircleFixture. 更多... | |
| class | Body3D |
| 3D rigid body (Box3D) in meter-space coordinates (+Y up by convention). Owned by a World3D; create primitive or convex-hull shapes with the new*Shape APIs. 更多... | |
| struct | BoneDetachEvent |
| One ordered detach event emitted during step. 更多... | |
| struct | BonePresentation |
| Presentation snapshot for one bone (world pose + proxy extents). 更多... | |
| struct | BroadPhaseAabb3D |
| Fixed-capacity deterministic result of one AABB broad-phase query. 更多... | |
| struct | BroadPhaseHit3D |
| One generation-qualified shape returned by an owning broad-phase query. 更多... | |
| struct | CameraSphereHit3D |
| CameraSphereHit3D public API. 更多... | |
| struct | CapsuleMove3D |
| Owning result of continuous capsule movement. 更多... | |
| struct | CapsuleMovePolicy3D |
| Per-call capsule mover classification policy; never mutates persistent World3D settings. 更多... | |
| struct | CapsuleOverlap3D |
| Owning summary of a capsule overlap query. 更多... | |
| class | Cloth |
| Interactive 2D cloth — Verlet particles + distance constraints. Pixel space (same convention as Box2D World). Script-owned. 更多... | |
| class | Cloth3D |
| Interactive 3D cloth — Verlet particles + distance constraints. Meter space, +Y up, grid laid out in the XZ plane with the top row pinned. 更多... | |
| struct | ClothContact3D |
| Result of a 3D point probe: deepest non-sensor shape within radius. Normal points from the shape toward the probed point (meters). 更多... | |
| class | ClothGPU |
| GPU-accelerated 2D cloth — Verlet integration and distance-constraint relaxation run in a Vulkan compute shader; positions are read back each frame for drawing. Same pixel-space conventions and script API shape as Cloth. 更多... | |
| class | ClothModel |
| Reusable, validated cloth simulation asset. 更多... | |
| struct | ClothModelDistanceConstraint |
| Precomputed rest-length constraint between two cloth particles. 更多... | |
| struct | ClothModelFoldConstraint |
| Adjacent-triangle fold relationship around the shared edge (a,b). 更多... | |
| struct | ClothModelParticle |
| Immutable rest-space particle stored by a ClothModel. 更多... | |
| struct | ClothModelTetherConstraint |
| Geodesic maximum-distance constraint from a particle to a fixed anchor. 更多... | |
| struct | ClothModelTriangle |
| Triangle indices into a ClothModel particle array. 更多... | |
| struct | ClusterBreakEvent |
| Emitted when a broken edge separates two different cook clusters. 更多... | |
| class | ContactRelay |
| class | Destruction |
| Optional physics satellite for Chaos-style geometry-collection destruction. 更多... | |
| struct | DestructionField |
| One volumetric influence applied to a geometry-collection instance. 更多... | |
| class | DestructionFx |
| Optional presentation satellite for geometry-collection destruction. 更多... | |
| struct | DestructionStepBudget |
| Per-step production budgets (0 = unlimited). 更多... | |
| struct | DestructionStepReceipt |
| Observable outcome of one checked step. 更多... | |
| class | DistanceField3D |
| Regular 3D signed-distance grid for terrain and voxel collision queries. Negative samples are solid, positive samples are empty. Samples are stored at grid vertices and queried with trilinear interpolation. 更多... | |
| struct | FieldApplicationReceipt |
| Observable receipt for one checked field application. 更多... | |
| class | Fixture |
| 2D fixture: a shape attached to a Body with material + filter settings. Also carries a string tag used by contact events. 更多... | |
| class | Fluid2D |
| Interactive 2D particle fluid (double-density relaxation) in pixel space. Script-owned; independent of Box2D World. 更多... | |
| struct | FractureRecipe |
| Versioned cook recipe for Chaos-style pre-fracture (schema v1). 更多... | |
| struct | GeometryCollectionAsset |
| Immutable cooked/authored geometry-collection asset. 更多... | |
| struct | GeometryCollectionBone |
| One pre-authored leaf bone (box collision proxy) inside a geometry collection. 更多... | |
| struct | GeometryCollectionEdge |
| One undirected structural edge with a strain break threshold. 更多... | |
| class | GeometryCollectionInstance |
| Runtime owner of bone state, connection strain, and PhysicsLink bindings. 更多... | |
| struct | GeometryCollectionInstanceSnapshot |
| Persistent runtime snapshot for one geometry-collection instance. 更多... | |
| class | GeometryCollectionRenderer |
| Presentation bridge for a borrowed geometry-collection instance. 更多... | |
| class | IAcceleratorBackendProvider |
| Optional provider that creates an accelerator backend for domain state. 更多... | |
| class | ISimulationBackend |
| Minimal observable contract for physics simulation providers. 更多... | |
| class | Joint2D |
| Script-facing Box2D joint owned by a World. 更多... | |
| class | Joint3D |
| Script-facing Box3D joint owned by a World3D. 更多... | |
| class | Mechanism2D |
| Composed 2D mechanical assembly owned by a World. 更多... | |
| class | Mechanism3D |
| Composed mechanical assembly owned by a World3D. 更多... | |
| class | Physics |
Physics module — Box2D (2D) + Box3D (3D) rigid bodies and SPH fluid. Script: physics <- eve.Physics(); world <- physics.newWorld(0, 900); world3 <- physics.newWorld3D(0, -9.8, 0); 更多... | |
| struct | PhysicsArtifactCollider |
| Queryable CPU collider resource owned by the physics module. 更多... | |
| struct | PhysicsArtifactHandleTag |
| Owner tag for physics artifact runtime handles. 更多... | |
| class | PhysicsArtifactProvider |
| Real physics-module provider for generated collider publication. 更多... | |
| struct | PhysicsArtifactRayHit |
| Backend-neutral ray-query result used for parity tests. 更多... | |
| class | PhysicsArtifactStage |
| Staged, owning Box3D construction for one provider mutation. 更多... | |
| struct | PhysicsBodyHandleTag |
| Tag for a process-local physics-body handle. 更多... | |
| struct | PhysicsJointHandleTag |
| Tag for a process-local physics-joint handle. 更多... | |
| struct | PhysicsJointLink |
| Generation-qualified relationship between a World3D and one joint. 更多... | |
| struct | PhysicsLink |
| Generation-qualified relationship between one world and one body. 更多... | |
| struct | PhysicsShapeHandleTag |
| Tag for a process-local physics-shape handle. 更多... | |
| struct | PhysicsShapeLink |
| Generation-qualified relationship between a World3D and one shape. 更多... | |
| struct | PhysicsVector3D |
| Allocation-free owning three-dimensional physics value. 更多... | |
| struct | PhysicsWorldHandleTag |
| Tag for a process-local physics-world handle. 更多... | |
| struct | QueryFilter3D |
| Query filter applied atomically for one owning query operation. 更多... | |
| struct | RayHit3D |
| Owning snapshot of the closest ray intersection. 更多... | |
| class | Rope |
| Optional physics satellite that owns rope construction, schema, and script bindings. 更多... | |
| class | Rope3D |
| Renderer-independent particle rope with XPBD stretch and bend constraints. 更多... | |
| struct | RopeColliderId |
| Stable identifier for a rope-owned analytic collider. 更多... | |
| class | Shape3D |
| 3D shape (box/sphere/capsule) attached to a Body3D with material settings. Created via Body3D::new*Shape; owned by the world. 更多... | |
| struct | SimulationBackendSelection |
| Result of choosing an optional accelerator or CPU alternate path. 更多... | |
| struct | SimulationObservation |
| Observable backend progress shared by CPU and accelerator providers. 更多... | |
| struct | SimulationSettings |
| Validated solver policy for one simulation step. 更多... | |
| class | SoftBody3D |
| Volumetric particle soft body using overlapping shape-matching clusters. 更多... | |
| struct | SoftBody3DDefinition |
| Versioned, owning creation definition for one volumetric soft body. 更多... | |
| class | SoftBody3DRenderer |
| Presentation-only renderer for a borrowed volumetric soft body. 更多... | |
| struct | SoftBodyModel |
| Backend-neutral, owning result of deterministic soft-body cooking. 更多... | |
| struct | SoftBodyModelCluster |
| An overlapping shape-matching cluster stored by particle index. 更多... | |
| struct | SoftBodyModelDefinition |
| Versioned authoring recipe used to cook a mesh-backed SoftBodyModel. 更多... | |
| struct | SoftBodyModelParticle |
| A particle stored in an immutable cooked soft-body model. 更多... | |
| struct | SoftBodyModelSurfaceBinding |
| A surface vertex bound directly to one cooked simulation particle. 更多... | |
| class | TargetingLineOfSightAdapter |
| Read-only 3D physics implementation of sensing's LOS capability. 更多... | |
| class | TerrainLoadGravityState |
| Caller-owned state for Pcg-style rigid-body activation after terrain loading. 更多... | |
| class | World |
| Box2D world wrapper (2D physics) with pixel-space coordinates. Handles stepping, gravity, raycasts, AABB queries and contact/impact events. 更多... | |
| class | World3D |
| Box3D rigid-body world. Script coordinates are meters (Box3D native), unlike 2D World which uses pixels + Physics.setMeter. 更多... | |
| struct | WorldSnapshotAccess |
类型定义 | |
| using | PhysicsArtifactHandle = eve::RuntimeHandle< PhysicsArtifactHandleTag > |
| Generation-qualified handle for a physics artifact collider. | |
| using | SimulationStep = eve::SimulationStep |
| Compatibility alias for the common injected simulation step. | |
| using | SimulationStepCallback = void(*)(void *context, const eve::SimulationStep &step, const SimulationSettings &settings) noexcept |
| Callback used by a domain-owned CPU or test backend adapter. | |
| using | PhysicsWorldHandle = eve::RuntimeHandle< PhysicsWorldHandleTag > |
| Generation-qualified runtime identity for a physics world. | |
| using | PhysicsBodyHandle = eve::RuntimeHandle< PhysicsBodyHandleTag > |
| Generation-qualified runtime identity for a physics body. | |
| using | PhysicsShapeHandle = eve::RuntimeHandle< PhysicsShapeHandleTag > |
| Generation-qualified runtime identity for a physics shape. | |
| using | PhysicsJointHandle = eve::RuntimeHandle< PhysicsJointHandleTag > |
| Generation-qualified runtime identity for a physics joint. | |
枚举 | |
| enum class | SimulationBackendKind { Cpu , Gpu , MockAccelerator } |
| Kind of implementation that owns a simulation step. 更多... | |
| enum class | SimulationBackendDomain { World2D , World3D , Cloth2D , Cloth3D , Rope3D , SoftBody3D , SurfaceFluid } |
| Domain state consumed by an accelerator provider. 更多... | |
| enum class | SimulationDeterminism { BitExact , ToleranceBounded , ExplicitlyNondeterministic } |
| Determinism guarantee made by a simulation backend. 更多... | |
| enum class | ClothConstraintKind : uint8_t { Structural , Shear , Bend } |
| Type of a precomputed distance constraint in a cloth model. 更多... | |
| enum class | DestructionFieldKind : std::uint8_t { Anchor = 0 , Strain = 1 , Impulse = 2 , Sleep = 3 } |
| Runtime field kinds mirrored from Chaos Destruction Fields. 更多... | |
| enum class | DestructionFieldFalloff : std::uint8_t { None = 0 , Linear = 1 } |
| Falloff applied from the field centre to its radius. 更多... | |
| enum class | FractureMode : std::uint8_t { UniformVoronoi = 0 , ClusteredVoronoi = 1 , Radial = 2 , Planar = 3 } |
| Fracture pattern used when cooking a geometry collection. 更多... | |
| enum class | BoneRuntimeState : std::uint8_t { Attached = 0 , Detached = 1 , Sleeping = 2 } |
| Runtime lifecycle for one bone inside a geometry-collection instance. 更多... | |
| enum class | RopeTopologyChange { Changed , Unchanged } |
| Result of a topology-changing rope operation. 更多... | |
| enum class | RopeColliderChange { Changed , Unchanged } |
| Result of a rope collider mutation. 更多... | |
| enum class | SoftBodySurfaceSampling { None , Vertices , Voxels } |
| SoftBodySurfaceSampling public API. 更多... | |
| enum class | SoftBodyVolumeSampling { None , Voxels } |
| SoftBodyVolumeSampling public API. 更多... | |
| enum class | ClothProbeStatus { Miss , Hit } |
| Named outcome for a filtered cloth particle probe. 更多... | |
函数 | |
| PhysicsArtifactProvider & | physicsArtifactProvider () noexcept |
| Return the process-owned physics artifact provider singleton. | |
| void | registerPhysicsArtifactProvider () |
| Register the physics provider in the common capability registry. | |
| constexpr std::string_view | simulationBackendDomainName (SimulationBackendDomain domain) noexcept |
| Returns the stable diagnostic spelling for an accelerated simulation domain. | |
| constexpr std::string_view | simulationBackendKindName (SimulationBackendKind kind) noexcept |
| Returns the stable backend-kind spelling. | |
| constexpr std::string_view | simulationDeterminismName (SimulationDeterminism determinism) noexcept |
| Returns the stable determinism-contract spelling. | |
| std::ostream & | operator<< (std::ostream &stream, SimulationBackendKind kind) |
| Writes a backend kind for diagnostics. | |
| std::ostream & | operator<< (std::ostream &stream, SimulationDeterminism determinism) |
| Writes a determinism contract for diagnostics. | |
| Module_IMPL (Destruction, new Destruction()) | |
| Module_IMPL (DestructionFx, new DestructionFx()) | |
| Module_IMPL (Physics, new Physics()) | |
| void | registerPhysicsCapabilities () |
| Registers physics capabilities. | |
| void | registerCameraObstructionWorld (World3D *world) |
| Registers camera obstruction world. | |
| eve::Result< void > | registerTargetingLineOfSightWorld (World3D *world) |
| Registers a borrowed live World3D with the targeting LOS adapter. | |
| Module_IMPL (Rope, new Rope()) | |
| Result< void > | beginTerrainLoadGravity (TerrainLoadGravityState *state, Body3D *body, bool terrainFound) |
| Begin monitoring a body when a containing terrain scene exists. | |
| Result< bool > | advanceTerrainLoadGravity (TerrainLoadGravityState *state, Body3D *body, bool terrainLoaded, float deltaSeconds, float activationDelay) |
| Advance terrain-load waiting and restore gravity after the configured delay. | |
详细描述
Optional physics backend for vehicle mobility and body attach.
载具模块数据模型:载具模板 / 命令 / 载具实体。
VehiclePhysics.cpp is compiled only when the physics module is enabled; VehiclePhysicsAbsent.cpp is compiled otherwise. Callers always link one of the two and must not include physics headers.
与引擎其他玩法模块一致(参考 card / weapon / rpg):组件是纯数据结构体, 行为放在 VehicleSystem(静态类)与 IVehicleMobility(可插拔移动模型)里。 载具可以声明武器挂点(MountDef),运行时由 Vehicle 模块通过 weapon 模块 创建 WeaponMountEntity 并挂载武器——RTS / 坦克 / FPS 的区别只体现在 命令队列 / 驾驶输入 / 座位(Phase 4)这些可选面上。
类型定义说明
◆ PhysicsArtifactHandle
Generation-qualified handle for a physics artifact collider.
在文件 ArtifactProvider.h 第 29 行定义.
◆ PhysicsBodyHandle
| using eve::physics::PhysicsBodyHandle = typedef eve::RuntimeHandle<PhysicsBodyHandleTag> |
Generation-qualified runtime identity for a physics body.
在文件 PhysicsHandles.h 第 28 行定义.
◆ PhysicsJointHandle
| using eve::physics::PhysicsJointHandle = typedef eve::RuntimeHandle<PhysicsJointHandleTag> |
Generation-qualified runtime identity for a physics joint.
在文件 PhysicsHandles.h 第 32 行定义.
◆ PhysicsShapeHandle
| using eve::physics::PhysicsShapeHandle = typedef eve::RuntimeHandle<PhysicsShapeHandleTag> |
Generation-qualified runtime identity for a physics shape.
在文件 PhysicsHandles.h 第 30 行定义.
◆ PhysicsWorldHandle
| using eve::physics::PhysicsWorldHandle = typedef eve::RuntimeHandle<PhysicsWorldHandleTag> |
Generation-qualified runtime identity for a physics world.
在文件 PhysicsHandles.h 第 26 行定义.
◆ SimulationStep
| using eve::physics::SimulationStep = typedef eve::SimulationStep |
Compatibility alias for the common injected simulation step.
Physics does not define a second time value. eve::SimulationStep carries both the monotonically increasing persisted tick and the fixed duration.
在文件 SimulationBackend.h 第 111 行定义.
◆ SimulationStepCallback
| using eve::physics::SimulationStepCallback = typedef void (*)(void* context, const eve::SimulationStep& step, const SimulationSettings& settings) noexcept |
Callback used by a domain-owned CPU or test backend adapter.
在文件 SimulationBackend.h 第 300 行定义.
枚举类型说明
◆ BoneRuntimeState
|
strong |
Runtime lifecycle for one bone inside a geometry-collection instance.
| 枚举值 | |
|---|---|
| Attached | |
| Detached | |
| Sleeping | |
在文件 GeometryCollectionInstance.h 第 20 行定义.
◆ ClothConstraintKind
|
strong |
Type of a precomputed distance constraint in a cloth model.
| 枚举值 | |
|---|---|
| Structural | |
| Shear | |
| Bend | |
在文件 ClothModel.h 第 17 行定义.
◆ ClothProbeStatus
|
strong |
◆ DestructionFieldFalloff
|
strong |
Falloff applied from the field centre to its radius.
| 枚举值 | |
|---|---|
| None | |
| Linear | |
在文件 DestructionField.h 第 17 行定义.
◆ DestructionFieldKind
|
strong |
Runtime field kinds mirrored from Chaos Destruction Fields.
| 枚举值 | |
|---|---|
| Anchor | |
| Strain | |
| Impulse | |
| Sleep | |
在文件 DestructionField.h 第 9 行定义.
◆ FractureMode
|
strong |
Fracture pattern used when cooking a geometry collection.
| 枚举值 | |
|---|---|
| UniformVoronoi | |
| ClusteredVoronoi | |
| Radial | |
| Planar | |
在文件 FractureRecipe.h 第 16 行定义.
◆ RopeColliderChange
|
strong |
◆ RopeTopologyChange
|
strong |
◆ SimulationBackendDomain
|
strong |
Domain state consumed by an accelerator provider.
| 枚举值 | |
|---|---|
| World2D | |
| World3D | |
| Cloth2D | |
| Cloth3D | |
| Rope3D | |
| SoftBody3D | |
| SurfaceFluid | |
在文件 SimulationBackend.h 第 39 行定义.
◆ SimulationBackendKind
|
strong |
Kind of implementation that owns a simulation step.
Gpu is reserved for a real accelerator provider. MockAccelerator is a provider used by contract tests and headless integrations; it deliberately has no graphics or device dependency.
| 枚举值 | |
|---|---|
| Cpu | |
| Gpu | |
| MockAccelerator | |
在文件 SimulationBackend.h 第 32 行定义.
◆ SimulationDeterminism
|
strong |
Determinism guarantee made by a simulation backend.
在文件 SimulationBackend.h 第 64 行定义.
◆ SoftBodySurfaceSampling
|
strong |
◆ SoftBodyVolumeSampling
|
strong |
函数说明
◆ advanceTerrainLoadGravity()
| EVENGINE_API_WORLD Result< bool > eve::physics::advanceTerrainLoadGravity | ( | TerrainLoadGravityState * | state, |
| Body3D * | body, | ||
| bool | terrainLoaded, | ||
| float | deltaSeconds, | ||
| float | activationDelay | ||
| ) |
Advance terrain-load waiting and restore gravity after the configured delay.
- 参数
-
state State initialized by beginTerrainLoadGravity. body The same live caller-owned body supplied at begin. terrainLoaded Current regular terrain load state. deltaSeconds Injected finite non-negative frame duration. activationDelay Finite non-negative delay after the first loaded observation.
- 返回
- True exactly once when gravity is restored and caller-owned components should activate. @ownership State and body remain caller-owned and are not retained. @thread Physics simulation owner thread only; no callbacks are invoked.
在文件 TerrainLoadGravity.cpp 第 28 行定义.
◆ beginTerrainLoadGravity()
| EVENGINE_API_WORLD Result< void > eve::physics::beginTerrainLoadGravity | ( | TerrainLoadGravityState * | state, |
| Body3D * | body, | ||
| bool | terrainFound | ||
| ) |
Begin monitoring a body when a containing terrain scene exists.
- 参数
-
state Required caller-owned state, initialized exactly once. body Required caller-owned dynamic body. terrainFound Whether the caller found a terrain scene containing the body.
- 返回
- Success, or InvalidArgument before mutation. @ownership State and body remain caller-owned and are not retained. @thread Physics simulation owner thread only.
在文件 TerrainLoadGravity.cpp 第 10 行定义.
◆ Module_IMPL() [1/4]
| eve::physics::Module_IMPL | ( | Destruction | , |
| new | Destruction() | ||
| ) |
◆ Module_IMPL() [2/4]
| eve::physics::Module_IMPL | ( | DestructionFx | , |
| new | DestructionFx() | ||
| ) |
◆ Module_IMPL() [3/4]
| eve::physics::Module_IMPL | ( | Physics | , |
| new | Physics() | ||
| ) |
◆ Module_IMPL() [4/4]
| eve::physics::Module_IMPL | ( | Rope | , |
| new | Rope() | ||
| ) |
◆ operator<<() [1/2]
|
inline |
Writes a backend kind for diagnostics.
Simulation backend kind name.
在文件 SimulationBackend.h 第 94 行定义.
引用了 kind , 以及 simulationBackendKindName().
◆ operator<<() [2/2]
|
inline |
Writes a determinism contract for diagnostics.
Simulation determinism name.
在文件 SimulationBackend.h 第 100 行定义.
◆ physicsArtifactProvider()
|
noexcept |
Return the process-owned physics artifact provider singleton.
在文件 ArtifactProvider.cpp 第 605 行定义.
被这些函数引用 eve::scene_physics::ScenePhysics::bindGeneratedColliders(), eve::scene_physics::ScenePhysics::boundWorld(), registerPhysicsArtifactProvider() , 以及 eve::scene_physics::ScenePhysics::unbindGeneratedColliders().
◆ registerCameraObstructionWorld()
| void eve::physics::registerCameraObstructionWorld | ( | World3D * | world | ) |
Registers camera obstruction world.
在文件 PhysicsCapabilities.cpp 第 177 行定义.
◆ registerPhysicsArtifactProvider()
| EVENGINE_API_WORLD void eve::physics::registerPhysicsArtifactProvider | ( | ) |
Register the physics provider in the common capability registry.
Registers the backend-neutral generated-artifact collider provider.
在文件 ArtifactProvider.cpp 第 610 行定义.
引用了 physicsArtifactProvider().
被这些函数引用 registerPhysicsCapabilities().
◆ registerPhysicsCapabilities()
| void eve::physics::registerPhysicsCapabilities | ( | ) |
Registers physics capabilities.
在文件 PhysicsCapabilities.cpp 第 158 行定义.
引用了 eve::sensing::ensureLineOfSightRouter(), impl, registerPhysicsArtifactProvider() , 以及 eve::sensing::World3D.
被这些函数引用 eve::physics::Physics::Physics().
◆ registerTargetingLineOfSightWorld()
| eve::Result< void > eve::physics::registerTargetingLineOfSightWorld | ( | World3D * | world | ) |
Registers a borrowed live World3D with the targeting LOS adapter.
- 参数
-
world Non-null live World3D. Its lifetime is tracked weakly.
- 返回
- Applied, NoOp for the same world, Conflict for another active world, or a structured failure for an invalid world.
- 注解
- Synchronous simulation-thread operation.
在文件 PhysicsCapabilities.cpp 第 180 行定义.
引用了 world.
◆ simulationBackendDomainName()
|
constexprnoexcept |
Returns the stable diagnostic spelling for an accelerated simulation domain.
在文件 SimulationBackend.h 第 50 行定义.
引用了 Cloth2D, Cloth3D, Rope3D, SoftBody3D, SurfaceFluid, World2D , 以及 World3D.
◆ simulationBackendKindName()
|
constexprnoexcept |
Returns the stable backend-kind spelling.
在文件 SimulationBackend.h 第 74 行定义.
引用了 Cpu, Gpu, kind , 以及 MockAccelerator.
被这些函数引用 operator<<().
◆ simulationDeterminismName()
|
constexprnoexcept |
Returns the stable determinism-contract spelling.
在文件 SimulationBackend.h 第 84 行定义.
引用了 BitExact, ExplicitlyNondeterministic , 以及 ToleranceBounded.
被这些函数引用 operator<<().