Physics
Classes:
Represents one or more rigid bodies defined in a single mesh file with a limited lifetime.
Defines the properties of a PhysicsDebris object.
Helper object for gameplay physical forces.
Represents a destructible physical object simulated through the plugin system.
Defines the properties of a PhysicsShape.
Creates a physics-based impulse effect from a defined central point and magnitude.
The RigidShape class implements rigid-body physics for DTS objects in the world.
Defines the physics properties for an individual RigidShapeData physics object.
Enumerations
PhysicsSimType { ClientOnly ServerOnly ClientServer }
How to handle the physics simulation with the client's and server.
Functions
bool
Returns true if a physics plugin exists and is initialized.
Variables
bool
Informs the physics plugin if it is allowed to use gpu acceleration.
bool
Informs the physics simulation if only a single player exists.
int
Number of threads to use in a single pass of the physics engine.
Detailed Description
Enumerations
PhysicsSimType
Enumerator
- ClientOnly
Only handle physics on the client.
- ServerOnly
Only handle physics on the server.
- ClientServer
Handle physics on both the client and server.
How to handle the physics simulation with the client's and server.
Functions
physicsPluginPresent()
Returns true if a physics plugin exists and is initialized.
Variables
bool gpuAccelerationAllowed
Informs the physics plugin if it is allowed to use gpu acceleration.
Not all physics implemenations or gpus can support gpu acceleration, this simply informs the plugin if it is allowed to try and use it or not.
bool isSinglePlayer
Informs the physics simulation if only a single player exists.
If true, optimizations will be implemented to better cater to a single player environmnent.
int threadCount
Number of threads to use in a single pass of the physics engine.
Defaults to 2 if not set.