13#define TIMESOURCE_PHYSICS 'PHTS'
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition featureunit.h:34
A container of entities, their components, and processors.
Sets up and interfaces with the physics subsystem.
Definition physicsfeatureunit.h:20
bool simulating
Definition physicsfeatureunit.h:48
void OnActivate()
Called upon activation of feature unit.
Definition physicsfeatureunit.cc:51
virtual void OnDecay()
called at the end of the feature trigger cycle
Definition physicsfeatureunit.cc:178
virtual void OnBeginFrame()
called on begin of frame
Definition physicsfeatureunit.cc:158
void OnBeforeCleanup(Game::World *world)
called from within GameServer::NotifyBeforeCleanup()
Definition physicsfeatureunit.cc:144
virtual void OnRenderDebug()
called when game debug visualization is on
Definition physicsfeatureunit.cc:195
void OnDeactivate()
Called upon deactivation of feature unit.
Definition physicsfeatureunit.cc:129
__DeclareClass(PhysicsFeatureUnit) __DeclareSingleton(PhysicsFeatureUnit) public ~PhysicsFeatureUnit()
destructor
Definition physicsfeatureunit.cc:32
void OnAttach() override
called from GameServer::AttachGameFeature()
Definition physicsfeatureunit.cc:41
Util::Dictionary< Game::World *, IndexT > physicsWorlds
Definition physicsfeatureunit.h:47
A collection of key/value pairs with quick value retrieval by key at roughly O(log n).
Definition dictionary.h:34
Definition physicsmanager.cc:21
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)