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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.