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virtual | ~PhysicsContext (void) |
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virtual void | init (const Vector3 &worldMin, const Vector3 &worldMax)=0 |
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virtual void | clear (void)=0 |
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virtual void | setSimulationQuality (unsigned int quality)=0 |
| Sets the simulation quality. More...
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virtual void | updateSimulation (void)=0 |
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virtual void | setWorldGravity (const Vector3 &gravity)=0 |
| Sets the world gravity. More...
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virtual void | createGhost (unsigned int *objectId, unsigned int shapeId, const Vector3 &position, const Quaternion &rotation)=0 |
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virtual void | createRigidBody (unsigned int *objectId, unsigned int shapeId, const Vector3 &position, const Quaternion &rotation, float mass)=0 |
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virtual void | activateObject (unsigned int objectId)=0 |
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virtual void | deactivateObject (unsigned int objectId)=0 |
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virtual void | deleteObject (unsigned int *objectId)=0 |
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virtual void | enableObjectKinematic (unsigned int objectId)=0 |
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virtual void | disableObjectKinematic (unsigned int objectId)=0 |
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virtual void | setObjectShape (unsigned int objectId, unsigned int shapeId)=0 |
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virtual void | setObjectMass (unsigned int objectId, float mass)=0 |
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virtual void | setObjectRestitution (unsigned int objectId, float restitution)=0 |
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virtual void | setObjectFriction (unsigned int objectId, float friction)=0 |
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virtual void | setObjectLinearFactor (unsigned int objectId, const Vector3 &linearFactor)=0 |
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virtual void | setObjectAngularFactor (unsigned int objectId, float angularFactor)=0 |
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virtual void | setObjectDamping (unsigned int objectId, float linearDamping, float angularDamping)=0 |
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virtual void | setObjectTransform (unsigned int objectId, const Vector3 &position, const Quaternion &rotation)=0 |
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virtual void | getObjectTransform (unsigned int objectId, Vector3 *position, Quaternion *rotation)=0 |
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virtual void | setObjectUserPointer (unsigned int objectId, void *userPointer)=0 |
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virtual void * | getObjectUserPointer (unsigned int objectId)=0 |
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virtual void | addCentralForce (unsigned int objectId, const Vector3 &force)=0 |
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virtual void | getCentralForce (unsigned int objectId, Vector3 *force)=0 |
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virtual void | addTorque (unsigned int objectId, const Vector3 &torque)=0 |
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virtual void | getTorque (unsigned int objectId, Vector3 *torque)=0 |
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virtual void | clearForces (unsigned int objectId)=0 |
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virtual int | isObjectInCollision (unsigned int objectId, unsigned int *collisionList=NULL, unsigned int size=0)=0 |
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virtual bool | isObjectsCollision (unsigned int object1Id, unsigned int object2Id)=0 |
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virtual bool | isRayHit (const Vector3 &start, const Vector3 &end, unsigned int *objectId=NULL, Vector3 *point=NULL, Vector3 *normal=NULL)=0 |
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virtual void | createMultiShape (unsigned int *shapeId)=0 |
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virtual void | createBoxShape (unsigned int *shapeId, const Vector3 &scale)=0 |
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virtual void | createSphereShape (unsigned int *shapeId, float radius)=0 |
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virtual void | createConeShape (unsigned int *shapeId, float radius, float height)=0 |
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virtual void | createCapsuleShape (unsigned int *shapeId, float radius, float height)=0 |
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virtual void | createCylinderShape (unsigned int *shapeId, float radius, float height)=0 |
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virtual void | createConvexHullShape (unsigned int *shapeId, const Vector3 *vertices, unsigned int verticesNumber, const Vector3 scale=Vector3(1))=0 |
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virtual void | createTriangleMeshShape (unsigned int *shapeId, const Vector3 *vertices, unsigned int verticesNumber, const void *indices, unsigned int indicesNumber, VAR_TYPES indicesType, const Vector3 scale=Vector3(1))=0 |
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virtual void | deleteShape (unsigned int *shapeId)=0 |
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virtual void | addChildShape (unsigned int multiShapeId, unsigned int shapeId, const Vector3 &position, const Quaternion &rotation)=0 |
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virtual void | createConstraint (unsigned int *constraintId, unsigned int parentObjectId, unsigned int objectId, const Vector3 &pivot, bool disableParentCollision)=0 |
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virtual void | setLinearLimit (unsigned int constraintId, const Vector3 &lower, const Vector3 &upper)=0 |
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virtual void | setAngularLimit (unsigned int constraintId, const Vector3 &lower, const Vector3 &upper)=0 |
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virtual void | deleteConstraint (unsigned int *constraintId)=0 |
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The PhysicsContext class contains abstraction to 3D physics functionality.