ClassMPhysicsContext
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Contents
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virtual MPhysicsContext::~MPhysicsContext(void)
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virtual void MPhysicsContext::init(const MVector3 &worldMin, const MVector3 &worldMax)=0
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virtual void MPhysicsContext::clear(void)=0
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virtual void MPhysicsContext::setSimulationQuality(unsigned int quality)=0
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virtual void MPhysicsContext::updateSimulation(void)=0
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virtual void MPhysicsContext::setWorldGravity(const MVector3 &gravity)=0
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virtual void MPhysicsContext::createGhost(unsigned int *objectId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation)=0
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virtual void MPhysicsContext::createRigidBody(unsigned int *objectId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation, float mass)=0
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virtual void MPhysicsContext::activateObject(unsigned int objectId)=0
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virtual void MPhysicsContext::deactivateObject(unsigned int objectId)=0
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virtual void MPhysicsContext::deleteObject(unsigned int *objectId)=0
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virtual void MPhysicsContext::enableObjectKinematic(unsigned int objectId)=0
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virtual void MPhysicsContext::disableObjectKinematic(unsigned int objectId)=0
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virtual void MPhysicsContext::setObjectShape(unsigned int objectId, unsigned int shapeId)=0
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virtual void MPhysicsContext::setObjectMass(unsigned int objectId, float mass)=0
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virtual void MPhysicsContext::setObjectRestitution(unsigned int objectId, float restitution)=0
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virtual void MPhysicsContext::setObjectFriction(unsigned int objectId, float friction)=0
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virtual void MPhysicsContext::setObjectLinearFactor(unsigned int objectId, const MVector3 &linearFactor)=0
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virtual void MPhysicsContext::setObjectAngularFactor(unsigned int objectId, float angularFactor)=0
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virtual void MPhysicsContext::setObjectDamping(unsigned int objectId, float linearDamping, float angularDamping)=0
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virtual void MPhysicsContext::setObjectTransform(unsigned int objectId, const MVector3 &position, const MQuaternion &rotation)=0
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virtual void MPhysicsContext::getObjectTransform(unsigned int objectId, MVector3 *position, MQuaternion *rotation)=0
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virtual void MPhysicsContext::setObjectUserPointer(unsigned int objectId, void *userPointer)=0
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virtual void* MPhysicsContext::getObjectUserPointer(unsigned int objectId)=0
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virtual void MPhysicsContext::addCentralForce(unsigned int objectId, const MVector3 &force)=0
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virtual void MPhysicsContext::getCentralForce(unsigned int objectId, MVector3 *force)=0
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virtual void MPhysicsContext::addTorque(unsigned int objectId, const MVector3 &torque)=0
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virtual void MPhysicsContext::getTorque(unsigned int objectId, MVector3 *torque)=0
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virtual void MPhysicsContext::clearForces(unsigned int objectId)=0
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virtual int MPhysicsContext::isObjectInCollision(unsigned int objectId, unsigned int *collisionList=NULL, unsigned int size=0)=0
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virtual bool MPhysicsContext::isObjectsCollision(unsigned int object1Id, unsigned int object2Id)=0
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virtual bool MPhysicsContext::isRayHit(const MVector3 &start, const MVector3 &end, unsigned int *objectId=NULL, MVector3 *point=NULL, MVector3 *normal=NULL)=0
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virtual void MPhysicsContext::createMultiShape(unsigned int *shapeId)=0
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virtual void MPhysicsContext::createBoxShape(unsigned int *shapeId, const MVector3 &scale)=0
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virtual void MPhysicsContext::createSphereShape(unsigned int *shapeId, float radius)=0
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virtual void MPhysicsContext::createConeShape(unsigned int *shapeId, float radius, float height)=0
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virtual void MPhysicsContext::createCapsuleShape(unsigned int *shapeId, float radius, float height)=0
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virtual void MPhysicsContext::createCylinderShape(unsigned int *shapeId, float radius, float height)=0
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virtual void MPhysicsContext::createConvexHullShape(unsigned int *shapeId, const MVector3 *vertices, unsigned int verticesNumber, const MVector3 scale=MVector3(1))=0
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virtual void MPhysicsContext::createTriangleMeshShape(unsigned int *shapeId, const MVector3 *vertices, unsigned int verticesNumber, const void *indices, unsigned int indicesNumber, M_TYPES indicesType, const MVector3 scale=MVector3(1))=0
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virtual void MPhysicsContext::deleteShape(unsigned int *shapeId)=0
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virtual void MPhysicsContext::addChildShape(unsigned int multiShapeId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation)=0
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virtual void MPhysicsContext::createConstraint(unsigned int *constraintId, unsigned int parentObjectId, unsigned int objectId, const MVector3 &pivot, bool disableParentCollision)=0
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virtual void MPhysicsContext::setLinearLimit(unsigned int constraintId, const MVector3 &lower, const MVector3 &upper)=0
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virtual void MPhysicsContext::setAngularLimit(unsigned int constraintId, const MVector3 &lower, const MVector3 &upper)=0
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virtual void MPhysicsContext::deleteConstraint(unsigned int *constraintId)=0
virtual MPhysicsContext::~MPhysicsContext(void)
virtual void MPhysicsContext::init(const MVector3 &worldMin, const MVector3 &worldMax)=0
virtual void MPhysicsContext::clear(void)=0
virtual void MPhysicsContext::setSimulationQuality(unsigned int quality)=0
virtual void MPhysicsContext::updateSimulation(void)=0
virtual void MPhysicsContext::setWorldGravity(const MVector3 &gravity)=0
virtual void MPhysicsContext::createGhost(unsigned int *objectId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation)=0
virtual void MPhysicsContext::createRigidBody(unsigned int *objectId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation, float mass)=0
virtual void MPhysicsContext::activateObject(unsigned int objectId)=0
virtual void MPhysicsContext::deactivateObject(unsigned int objectId)=0
virtual void MPhysicsContext::deleteObject(unsigned int *objectId)=0
virtual void MPhysicsContext::enableObjectKinematic(unsigned int objectId)=0
virtual void MPhysicsContext::disableObjectKinematic(unsigned int objectId)=0
virtual void MPhysicsContext::setObjectShape(unsigned int objectId, unsigned int shapeId)=0
virtual void MPhysicsContext::setObjectMass(unsigned int objectId, float mass)=0
virtual void MPhysicsContext::setObjectRestitution(unsigned int objectId, float restitution)=0
virtual void MPhysicsContext::setObjectFriction(unsigned int objectId, float friction)=0
virtual void MPhysicsContext::setObjectLinearFactor(unsigned int objectId, const MVector3 &linearFactor)=0
virtual void MPhysicsContext::setObjectAngularFactor(unsigned int objectId, float angularFactor)=0
virtual void MPhysicsContext::setObjectDamping(unsigned int objectId, float linearDamping, float angularDamping)=0
virtual void MPhysicsContext::setObjectTransform(unsigned int objectId, const MVector3 &position, const MQuaternion &rotation)=0
virtual void MPhysicsContext::getObjectTransform(unsigned int objectId, MVector3 *position, MQuaternion *rotation)=0
virtual void MPhysicsContext::setObjectUserPointer(unsigned int objectId, void *userPointer)=0
virtual void* MPhysicsContext::getObjectUserPointer(unsigned int objectId)=0
virtual void MPhysicsContext::addCentralForce(unsigned int objectId, const MVector3 &force)=0
virtual void MPhysicsContext::getCentralForce(unsigned int objectId, MVector3 *force)=0
virtual void MPhysicsContext::addTorque(unsigned int objectId, const MVector3 &torque)=0
virtual void MPhysicsContext::getTorque(unsigned int objectId, MVector3 *torque)=0
virtual void MPhysicsContext::clearForces(unsigned int objectId)=0
virtual int MPhysicsContext::isObjectInCollision(unsigned int objectId, unsigned int *collisionList=NULL, unsigned int size=0)=0
virtual bool MPhysicsContext::isObjectsCollision(unsigned int object1Id, unsigned int object2Id)=0
virtual bool MPhysicsContext::isRayHit(const MVector3 &start, const MVector3 &end, unsigned int *objectId=NULL, MVector3 *point=NULL, MVector3 *normal=NULL)=0
virtual void MPhysicsContext::createMultiShape(unsigned int *shapeId)=0
virtual void MPhysicsContext::createBoxShape(unsigned int *shapeId, const MVector3 &scale)=0
virtual void MPhysicsContext::createSphereShape(unsigned int *shapeId, float radius)=0
virtual void MPhysicsContext::createConeShape(unsigned int *shapeId, float radius, float height)=0
virtual void MPhysicsContext::createCapsuleShape(unsigned int *shapeId, float radius, float height)=0
virtual void MPhysicsContext::createCylinderShape(unsigned int *shapeId, float radius, float height)=0
virtual void MPhysicsContext::createConvexHullShape(unsigned int *shapeId, const MVector3 *vertices, unsigned int verticesNumber, const MVector3 scale=MVector3(1))=0
virtual void MPhysicsContext::createTriangleMeshShape(unsigned int *shapeId, const MVector3 *vertices, unsigned int verticesNumber, const void *indices, unsigned int indicesNumber, M_TYPES indicesType, const MVector3 scale=MVector3(1))=0
virtual void MPhysicsContext::deleteShape(unsigned int *shapeId)=0
virtual void MPhysicsContext::addChildShape(unsigned int multiShapeId, unsigned int shapeId, const MVector3 &position, const MQuaternion &rotation)=0
virtual void MPhysicsContext::createConstraint(unsigned int *constraintId, unsigned int parentObjectId, unsigned int objectId, const MVector3 &pivot, bool disableParentCollision)=0
virtual void MPhysicsContext::setLinearLimit(unsigned int constraintId, const MVector3 &lower, const MVector3 &upper)=0
virtual void MPhysicsContext::setAngularLimit(unsigned int constraintId, const MVector3 &lower, const MVector3 &upper)=0
virtual void MPhysicsContext::deleteConstraint(unsigned int *constraintId)=0
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