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physicsmanager.h
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1#pragma once
2//------------------------------------------------------------------------------
9//------------------------------------------------------------------------------
10#include "core/refcounted.h"
11#include "core/singleton.h"
12#include "game/manager.h"
13#include "game/category.h"
14#include "game/entity.h"
15#include "game/world.h"
16#include "basegamefeature/components/basegamefeature.h"
17#include "physicsinterface.h"
20#include "components/physicsfeature.h"
21#include "game/api.h"
22
23namespace PhysicsFeature
24{
25
27{
30public:
32 virtual ~PhysicsManager();
33
34 void OnActivate() override;
35 void OnDeactivate() override;
36 void OnDecay() override;
37 void OnCleanup(Game::World* world) override;
38
39 static void InitPhysicsActor(Game::World*, Game::Entity, PhysicsFeature::PhysicsActor*);
40
41private:
43};
44
45} // namespace PhysicsFeature
The main programming interface for the Game Subsystem.
Managers are objects which care about some specific functionality of a feature.
Definition manager.h:32
Definition world.h:50
Definition physicsmanager.h:27
void OnDecay() override
called before cleaning up managed properties decay buffers
Definition physicsmanager.cc:91
void OnDeactivate() override
called when removed from game server
Definition physicsmanager.cc:161
static void InitPhysicsActor(Game::World *, Game::Entity, PhysicsFeature::PhysicsActor *)
Definition physicsmanager.cc:45
virtual __DeclareClass(PhysicsManager) __DeclareSingleton(PhysicsManager) public ~PhysicsManager()
Definition physicsmanager.cc:36
void InitPollTransformProcessor()
Definition physicsmanager.cc:129
void OnActivate() override
Definition physicsmanager.cc:150
void OnCleanup(Game::World *world) override
called before unloading game state
Definition physicsmanager.cc:170
Definition physicsmanager.cc:20
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35