Xors3d Engine
Etc

Functions

BBDECL void BBCALL xEntityDisableSimulation (Entity *entity, int state)
 Disable simulation of a particular entity.
BBDECL int BBCALL xEntityHasBody (Entity *entity)
 Returns true if entity has a physical body.
BBDECL int BBCALL xEntityIsKinematic (Entity *entity)
 Returns true if entity is kinematic and false otherwise.
BBDECL void BBCALL xEntityMakeKinematic (Entity *entity, int state)
 Make entity kinematic.
BBDECL void BBCALL xPhysicsDebugRender (int state)
 Sets a physics debug render mode.
BBDECL void BBCALL xWorldSetFrequency (float frequency, xWorld *world=NULL)
 Sets the world's physics simulation frequency.

Function Documentation

BBDECL void BBCALL xWorldSetFrequency ( float  frequency,
xWorld *  world = NULL 
)

Sets the world's physics simulation frequency.

Parameters:
frequencyPhysics simulation frequency (60 fps by default)
worldWorld handle
BBDECL void BBCALL xEntityMakeKinematic ( Entity *  entity,
int  state 
)

Make entity kinematic.

Warning:
This function is not complete. Ignore it please.
Parameters:
entityEntity handle
stateTrue to make a dynamic entity kinematic, false to make a kinematic entity dynamic.
BBDECL int BBCALL xEntityIsKinematic ( Entity *  entity)

Returns true if entity is kinematic and false otherwise.

Parameters:
entityEntity handle
BBDECL void BBCALL 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.

Warning:
PXDD_WIREFRAME may cause a serious performance drop when used with large terrains.
Parameters:
stateDebug render state
BBDECL void BBCALL 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.

Note:
An entity keeps the forces and the velocities affecting it.
Parameters:
entityEntity handle
stateTrue to disable simulation, false to enable.
BBDECL int BBCALL xEntityHasBody ( Entity *  entity)

Returns true if entity has a physical body.

Parameters:
entityEntity handle