#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( const ICustomBody* objRef ); void MoveToLimbo( const ICustomBody* objRef ); void ReleaseFromLimbo( const ICustomBody* objRef ); void AddObject( ::Utility::DynamicMemory::UniquePointer handle ); ::Utility::DynamicMemory::UniquePointer ExtractObject( const ICustomBody* objRef ); void DestroyObject( const ICustomBody* objRef ); void ApplyForceAt( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ); void ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ); void SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ); void SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &localI ); void SetMass_KeepVelocity( const ICustomBody* objRef, ::Oyster::Math::Float m ); void SetMass_KeepMomentum( const ICustomBody* objRef, ::Oyster::Math::Float m ); void SetCenter( const ICustomBody* objRef, const ::Oyster::Math::Float3 &worldPos ); void SetRotation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ICustomBody* objRef, const ::Oyster::Math::Float4x4 &orientation ); ::Utility::DynamicMemory::UniquePointer CreateSimpleRigidBody() const; private: ::Oyster::Math::Float gravityConstant, updateFrameLength; EventAction_Collision collisionAction; EventAction_Destruction destructionAction; }; } } #endif