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#include <PhysicsDriver.h>
Public Member Functions | |
| virtual void | initialize () |
| PhysicsDriver () | |
| virtual void | setCollisionAccuracy (f32 accuracy)=0 |
| virtual void | setGravity (const core::vector3d &gravity)=0 |
| virtual void | setHardware (bool state)=0 |
| virtual void | setSolverAccuracy (f32 accuracy)=0 |
| virtual void | start () |
| virtual void | stop () |
| virtual void | update (f32 elapsedTime) |
| virtual | ~PhysicsDriver () |
Static Protected Member Functions | |
| static void | fireCollisionEnded (Body *body1, Body *body2) |
| static void | fireCollisionStarted (Body *body1, Body *body2, const std::vector< CollisionPoint * > &points) |
| static void | fireCollisionUpdate (Body *body1, Body *body2, const std::vector< CollisionPoint * > &points) |
Defines the functionality of a 3D Physics API
The PhysicsSystem class provides a base interface which abstracts the general functionality of the physics API e.g. ODE or PhysX. Whilst a few of the general methods have implementations, most of this class is abstract, requiring a subclass based on a specific API to be constructed to provide the full functionality.
| physics::PhysicsDriver::PhysicsDriver | ( | ) |
| physics::PhysicsDriver::~PhysicsDriver | ( | ) | [virtual] |
| void physics::PhysicsDriver::fireCollisionStarted | ( | Body * | body1, |
| Body * | body2, | ||
| const std::vector< CollisionPoint * > & | points | ||
| ) | [static, protected] |
| void physics::PhysicsDriver::fireCollisionUpdate | ( | Body * | body1, |
| Body * | body2, | ||
| const std::vector< CollisionPoint * > & | points | ||
| ) | [static, protected] |
| void physics::PhysicsDriver::initialize | ( | ) | [virtual] |
Referenced by physics::PhysicsManager::initialize(), and physics::PhysicsManager::initializeImpl().
| virtual void physics::PhysicsDriver::setCollisionAccuracy | ( | f32 | accuracy | ) | [pure virtual] |
Referenced by physics::PhysicsManager::initialize(), and physics::PhysicsManager::setCollisionAccuracy().
| virtual void physics::PhysicsDriver::setGravity | ( | const core::vector3d & | gravity | ) | [pure virtual] |
Referenced by physics::PhysicsManager::initialize(), and physics::PhysicsManager::setGravity().
| virtual void physics::PhysicsDriver::setHardware | ( | bool | state | ) | [pure virtual] |
Referenced by physics::PhysicsManager::initialize(), and physics::PhysicsManager::setHardware().
| virtual void physics::PhysicsDriver::setSolverAccuracy | ( | f32 | accuracy | ) | [pure virtual] |
Referenced by physics::PhysicsManager::initialize(), and physics::PhysicsManager::setSolverAccuracy().
| void physics::PhysicsDriver::start | ( | ) | [virtual] |
| void physics::PhysicsDriver::stop | ( | ) | [virtual] |
Referenced by physics::PhysicsManager::stop().
| void physics::PhysicsDriver::update | ( | f32 | elapsedTime | ) | [virtual] |
Referenced by physics::PhysicsManager::updateImpl().
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The KG Game Engine
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