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Xors3d Engine
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Functions | |
void | xEntityDisableSimulation (Entity *entity, int state) |
Disable simulation of a particular entity. | |
int | xEntityHasBody (Entity *entity) |
Returns true if entity has a physical body. | |
int | xEntityIsKinematic (Entity *entity) |
Returns true if entity is kinematic and false otherwise. | |
void | xEntityMakeKinematic (Entity *entity, int state) |
Make entity kinematic. | |
void | xPhysicsDebugRender (int state) |
Sets a physics debug render mode. | |
void | xWorldSetFrequency (float frequency, xWorld *world=NULL) |
Sets the world's physics simulation frequency. |
void xWorldSetFrequency | ( | float | frequency, |
xWorld * | world = NULL |
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) |
Sets the world's physics simulation frequency.
frequency | Physics simulation frequency (60 fps by default) |
world | World handle |
void xEntityMakeKinematic | ( | Entity * | entity, |
int | state | ||
) |
Make entity kinematic.
entity | Entity handle |
state | True to make a dynamic entity kinematic, false to make a kinematic entity dynamic. |
int xEntityIsKinematic | ( | Entity * | entity | ) |
Returns true if entity is kinematic and false otherwise.
entity | Entity handle |
void xPhysicsDebugRender | ( | int | state | ) |
Sets a physics debug render mode.
Available modes a listed in Physics debug drawer modes. Use a binary OR operator to combine several modes.
state | Debug render state |
void xEntityDisableSimulation | ( | Entity * | entity, |
int | state | ||
) |
Disable simulation of a particular entity.
If simulation is disabled an entity stops responding on collisions, contacts, applying force and so on.
entity | Entity handle |
state | True to disable simulation, false to enable. |
int xEntityHasBody | ( | Entity * | entity | ) |
Returns true if entity has a physical body.
entity | Entity handle |