Danbias/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h

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#ifndef PHYSICS_API_IMPL_H
#define PHYSICS_API_IMPL_H
#include "../PhysicsAPI.h"
namespace Oyster
{
namespace Physics
{
class API_Impl : public API
{
public:
API_Impl();
virtual ~API_Impl();
void SetDeltaTime( float deltaTime );
void SetGravityConstant( float g );
void SetAction( EventAction_Collision functionPointer );
void SetAction( EventAction_Destruction functionPointer );
void Update();
bool IsInLimbo( unsigned int objRef );
void MoveToLimbo( unsigned int objRef );
void ReleaseFromLimbo( unsigned int objRef );
unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle );
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef );
void DestroyObject( unsigned int objRef );
const ICustomBody & Peek( unsigned int objRef ) const;
void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF );
void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact );
void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI );
void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI );
void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m );
void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m );
void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos );
void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation );
void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation );
::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const;
};
}
}
#endif