Jolt Physics
A multi core friendly Game Physics Engine
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RegisterTypes.h File Reference

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...
 

Function Documentation

◆ RegisterTypes()

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.

◆ RegisterTypesInternal()

JPH_EXPORT void RegisterTypesInternal ( uint64  inVersionID)

Internal helper function.

◆ UnregisterTypes()

JPH_EXPORT void UnregisterTypes ( )

Unregisters all types with the factory and cleans up the default material.

◆ VerifyJoltVersionID()

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.

◆ VerifyJoltVersionIDInternal()

JPH_NAMESPACE_BEGIN JPH_EXPORT bool VerifyJoltVersionIDInternal ( uint64  inVersionID)

Internal helper function.