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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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| 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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| 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::SetActiveActorCallback (UpdateFunctionType callback, IndexT sceneId) | 
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| void | Physics::SetEventCallback (EventCallbackType callback, IndexT sceneId) | 
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| void | Physics::RenderDebug () | 
|  | render a debug visualization of the level 
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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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| Physics::Material & | Physics::GetMaterial (IndexT idx) | 
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| IndexT | Physics::LookupMaterial (Util::StringAtom name) | 
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| SizeT | Physics::GetNrMaterials () | 
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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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