#include <physics.h>
Inheritance diagram for PhysicsManager:


Public Types | |
| enum | PHYSICSMANAGERDEFS { DEFAULTCOLLISIONPASSES = 5, DEFAULTCONTACTPASSES = 5 } |
Public Member Functions | |
| PhysicsManager (Room *pkRoom, unsigned int uiCollisionPasses=DEFAULTCOLLISIONPASSES, unsigned int uiContactPasses=DEFAULTCONTACTPASSES) | |
| virtual | ~PhysicsManager () |
| void | SetGravity (const Vector3d &rkGravity) |
| virtual void | Update (float fDeltaTime) |
| virtual void | AddRigidBody (RigidBody *pkBody) |
| virtual void | RemoveRigidBody (RigidBody *pkBody) |
| const std::vector< RigidBody * > & | GetRigidBodies () |
| bool | IsActive () const |
| virtual void | Activate () |
| virtual void | Deactivate () |
| bool | Toggle () |
Protected Attributes | |
| unsigned int | m_uiCollisionPasses |
| unsigned int | m_uiContactPasses |
| Room * | m_pkRoom |
| Vector3d | m_kGravity |
| std::vector< RigidBody * > | m_vpkBodies |
| std::vector< ContactNode * > | m_vpkBodyNodes |
| bool | m_bActive |
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Defines and default values for physics manager |
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Set gravity
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Update the physics simulation
Reimplemented from UpdateEntity. |
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Add a rigidbody to the physics simulation
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Remove a rigidbody from the physics simulation
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Get all rigidbodies managed by system
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Query state of object
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Activate object |
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Deactivate object |
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Toggle active state. This method does not need to be overloaded, it is only a wrapper to Activate and Deactivate
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Number of collision passes |
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Number of contact passes |
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Gravity |
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Managed rigidbodies |
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Contact DAG nodes for each managed rigidbody |
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Active flag |
1.3.5