Jolt Physics
A multi core friendly Game Physics Engine
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Go to the source code of this file.
Functions | |
JPH_NAMESPACE_BEGIN JPH_EXPORT bool | VerifyJoltVersionIDInternal (uint64 inVersionID) |
Internal helper function. More... | |
JPH_INLINE bool | VerifyJoltVersionID () |
JPH_EXPORT void | RegisterTypesInternal (uint64 inVersionID) |
Internal helper function. More... | |
JPH_INLINE void | RegisterTypes () |
JPH_EXPORT void | UnregisterTypes () |
Unregisters all types with the factory and cleans up the default material. More... | |
JPH_INLINE void RegisterTypes | ( | ) |
Register all physics types with the factory and install their collision handlers with the CollisionDispatch class. If you have your own custom shape types you probably need to register their handlers with the CollisionDispatch before calling this function. If you implement your own default material (PhysicsMaterial::sDefault) make sure to initialize it before this function or else this function will create one for you.
JPH_EXPORT void RegisterTypesInternal | ( | uint64 | inVersionID | ) |
Internal helper function.
JPH_EXPORT void UnregisterTypes | ( | ) |
Unregisters all types with the factory and cleans up the default material.
JPH_INLINE bool VerifyJoltVersionID | ( | ) |
This function can be used to verify the library ABI is compatible with your application. Use it in this way: assert(VerifyJoltVersionID());
. Returns false
if the library used is not compatible with your app.
JPH_NAMESPACE_BEGIN JPH_EXPORT bool VerifyJoltVersionIDInternal | ( | uint64 | inVersionID | ) |
Internal helper function.