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| void | Physics::LoadMaterialTable (const IO::URI &materialTable) |
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| void | Physics::Setup () |
| | initialize the physics subsystem and create a default scene
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| void | Physics::ShutDown () |
| | close the physics subsystem
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| IndexT | Physics::CreateScene () |
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| void | Physics::DestroyScene (IndexT sceneId) |
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| Physics::Scene & | Physics::GetScene (IndexT idx) |
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| void | Physics::SetEventCallback (EventCallbackType callback, IndexT sceneId) |
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| void | Physics::SetActiveActorCallback (UpdateFunctionType callback, IndexT sceneId) |
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| void | Physics::RenderDebug () |
| | render a debug visualization of the level
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| Physics::Material & | Physics::GetMaterial (IndexT idx) |
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| void | Physics::SetOnSleepCallback (Util::Delegate< void(ActorId *id, SizeT num)> const &callback) |
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| void | Physics::SetOnWakeCallback (Util::Delegate< void(ActorId *id, SizeT num)> const &callback) |
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| IndexT | Physics::SetPhysicsMaterial (Util::StringAtom name, float staticFriction, float dynamicFriction, float restitution, float density) |
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| IndexT | Physics::LookupMaterial (Util::StringAtom name) |
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| SizeT | Physics::GetNrMaterials () |
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| void | Physics::Update (Timing::Time delta) |
| | perform sync simulation step(s)
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| void | Physics::BeginSimulating (Timing::Time delta, IndexT scene) |
| | explicit calls to simulate and fetch results. Do not mix with Update!
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| void | Physics::EndSimulating (IndexT scene) |
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| void | Physics::FlushSimulation (IndexT scene) |
| | this will block until simulation has ended for cleanups e.g.
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| ActorId | Physics::CreateActorInstance (Physics::ActorResourceId id, Math::transform const &trans, Physics::ActorType type, uint64_t userData, IndexT scene) |
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| void | Physics::DestroyActorInstance (Physics::ActorId id) |
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