Physics

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Classes:

class

Represents one or more rigid bodies defined in a single mesh file with a limited lifetime.

class

Defines the properties of a PhysicsDebris object.

class

Helper object for gameplay physical forces.

class

Represents a destructible physical object simulated through the plugin system.

class

Defines the properties of a PhysicsShape.

class

Creates a physics-based impulse effect from a defined central point and magnitude.

class

The RigidShape class implements rigid-body physics for DTS objects in the world.

class

Defines the physics properties for an individual RigidShapeData physics object.

Enumerations

enum
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.

physicsPluginPresent()

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.