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