File Physics2D.h

FileList > engine > include > Physics2D.h

Go to the source code of this file

  • #include "HandleDefs.h"
  • #include <cglm/cglm.h>
  • #include "DynArray.h"

Classes

Type Name
struct KinematicBodyOptions
struct Physics2DCircle
struct Physics2DPoly
struct Physics2DRect
struct PhysicsShape2D

Public Types

Type Name
typedef vec2 Physics2DPoint
enum PhysicsBodyType

Public Functions

Type Name
void Ph_DestroyBody (H2DBody body)
void Ph_DestroyPhysicsWorld (HPhysicsWorld world)
H2DBody Ph_GetDynamicBody (HPhysicsWorld world, struct PhysicsShape2D * pShape, struct KinematicBodyOptions * pOptions, struct Transform2D * pTransform, HEntity2D entity, bool bIsSensor, int entityComponentIndex, bool bGenerateSensorEvents)
void Ph_GetDynamicBodyPosition (H2DBody hBody, vec2 outPos)
void Ph_GetDynamicBodyVelocity (H2DBody hBody, vec2 outVelocity)
HPhysicsWorld Ph_GetPhysicsWorld (float gravityX, float gravityY, float pixelsPerMeter)
float Ph_GetPixelsPerMeter (HPhysicsWorld world)
H2DBody Ph_GetStaticBody2D (HPhysicsWorld world, struct PhysicsShape2D * pShape, struct Transform2D * pTransform, HEntity2D entity, bool bIsSensor, int entityComponentIndex, bool bGenerateSensorEvents)
void Ph_Init ()
u64 Ph_PackShapeUserData (HEntity2D hEnt, u16 componentIndex, u16 bodyType)
void Ph_PhysicsCoords2PixelCoords (HPhysicsWorld world, vec2 inPhysicsCoords, vec2 outPixelCoords)
void Ph_PhysicsWorldDoCollisionEvents (struct GameFrameworkLayer * pLayer)
void Ph_PhysicsWorldStep (HPhysicsWorld hWorld, float timestep, int substepCount)
void Ph_PixelCoords2PhysicsCoords (HPhysicsWorld world, vec2 inPixelCoords, vec2 outPhysicsCoords)
void Ph_SetDynamicBodyPosition (H2DBody hBody, vec2 inPos)
void Ph_SetDynamicBodyVelocity (H2DBody hBody, vec2 velocity)
void Ph_UnpackShapeUserData (void * pUserData, HEntity2D * pOutEnt, u16 * pOutCompIndex, u16 * pOutBodyType)

Public Types Documentation

typedef Physics2DPoint

typedef vec2 Physics2DPoint;

enum PhysicsBodyType

enum PhysicsBodyType {
    PBT_Rect,
    PBT_Circle,
    PBT_Ellipse,
    PBT_Poly
};

Public Functions Documentation

function Ph_DestroyBody

void Ph_DestroyBody (
    H2DBody body
) 

function Ph_DestroyPhysicsWorld

void Ph_DestroyPhysicsWorld (
    HPhysicsWorld world
) 

function Ph_GetDynamicBody

H2DBody Ph_GetDynamicBody (
    HPhysicsWorld world,
    struct PhysicsShape2D * pShape,
    struct KinematicBodyOptions * pOptions,
    struct Transform2D * pTransform,
    HEntity2D entity,
    bool bIsSensor,
    int entityComponentIndex,
    bool bGenerateSensorEvents
) 

function Ph_GetDynamicBodyPosition

void Ph_GetDynamicBodyPosition (
    H2DBody hBody,
    vec2 outPos
) 

function Ph_GetDynamicBodyVelocity

void Ph_GetDynamicBodyVelocity (
    H2DBody hBody,
    vec2 outVelocity
) 

function Ph_GetPhysicsWorld

HPhysicsWorld Ph_GetPhysicsWorld (
    float gravityX,
    float gravityY,
    float pixelsPerMeter
) 

function Ph_GetPixelsPerMeter

float Ph_GetPixelsPerMeter (
    HPhysicsWorld world
) 

function Ph_GetStaticBody2D

H2DBody Ph_GetStaticBody2D (
    HPhysicsWorld world,
    struct PhysicsShape2D * pShape,
    struct Transform2D * pTransform,
    HEntity2D entity,
    bool bIsSensor,
    int entityComponentIndex,
    bool bGenerateSensorEvents
) 

function Ph_Init

void Ph_Init () 

function Ph_PackShapeUserData

u64 Ph_PackShapeUserData (
    HEntity2D hEnt,
    u16 componentIndex,
    u16 bodyType
) 

function Ph_PhysicsCoords2PixelCoords

void Ph_PhysicsCoords2PixelCoords (
    HPhysicsWorld world,
    vec2 inPhysicsCoords,
    vec2 outPixelCoords
) 

function Ph_PhysicsWorldDoCollisionEvents

void Ph_PhysicsWorldDoCollisionEvents (
    struct GameFrameworkLayer * pLayer
) 

function Ph_PhysicsWorldStep

void Ph_PhysicsWorldStep (
    HPhysicsWorld hWorld,
    float timestep,
    int substepCount
) 

function Ph_PixelCoords2PhysicsCoords

void Ph_PixelCoords2PhysicsCoords (
    HPhysicsWorld world,
    vec2 inPixelCoords,
    vec2 outPhysicsCoords
) 

function Ph_SetDynamicBodyPosition

void Ph_SetDynamicBodyPosition (
    H2DBody hBody,
    vec2 inPos
) 

function Ph_SetDynamicBodyVelocity

void Ph_SetDynamicBodyVelocity (
    H2DBody hBody,
    vec2 velocity
) 

function Ph_UnpackShapeUserData

void Ph_UnpackShapeUserData (
    void * pUserData,
    HEntity2D * pOutEnt,
    u16 * pOutCompIndex,
    u16 * pOutBodyType
) 


The documentation for this class was generated from the following file /home/runner/work/2DFarmingRPG/2DFarmingRPG/Stardew/engine/include/Physics2D.h