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void | ApplyMousePivot () |
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| BulletDebugger (WBulletPhysics *physics, uint32_t maxLines, std::string appName) |
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virtual WError | Setup () |
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virtual bool | Loop (float fDeltaTime) |
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virtual void | Cleanup () |
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virtual void | drawLine (const btVector3 &from, const btVector3 &to, const btVector3 &color) |
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virtual void | drawContactPoint (const btVector3 &PointOnB, const btVector3 &normalOnB, btScalar distance, int lifeTime, const btVector3 &color) |
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virtual void | reportErrorWarning (const char *warningString) |
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virtual void | draw3dText (const btVector3 &location, const char *textString) |
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virtual void | setDebugMode (int debugMode) |
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virtual int | getDebugMode () const |
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virtual void | clearLines () |
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virtual WError | SetupRenderer () |
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virtual WPhysicsComponent * | CreatePhysicsComponent () |
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template<typename T > |
T | GetEngineParam (std::string paramName, T fallback=T()) |
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template<typename T > |
void | SetEngineParam (std::string paramName, T value) |
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void | SwitchState (class WGameState *state) |
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WError | StartEngine (int width, int height) |
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virtual WError | Resize (uint32_t width, uint32_t height) |
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uint32_t | GetCurrentBufferingIndex () |
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VkInstance | GetVulkanInstance () const |
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VkPhysicalDevice | GetVulkanPhysicalDevice () const |
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VkDevice | GetVulkanDevice () const |
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VkQueue | GetVulkanGraphicsQeueue () const |
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VulkanSwapChain * | GetSwapChain () |
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static void | Thread (void *debugger_ptr) |
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◆ Cleanup()
virtual void BulletDebugger::Cleanup |
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virtual |
This function must be implemented by an application. It is called by the engine to give the application a last chance to clean up its resources before the engine exits.
Implements Wasabi.
◆ CreatePhysicsComponent()
This function can be overloaded by the application. This function is called by the engine in StartEngine() and will give the application a chance to set the physics component of the engine. Default implementation will return null. IMPORTANT: You must fully initialize the returned component, be it with ::Initialize() or any other required initialization.
Reimplemented from Wasabi.
◆ Loop()
virtual bool BulletDebugger::Loop |
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float |
fDeltaTime | ) |
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virtual |
This function must be implemented by an application. It is called by the engine every frame to allow the application to update its state.
- Parameters
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fDeltaTime | The step time for this frame (roughly 1 / FPS) |
- Returns
- If this function returns true, execution continues, otherwise, the application will exit
Implements Wasabi.
◆ Setup()
virtual WError BulletDebugger::Setup |
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virtual |
This function must be implemented by an application. It is called after WInitialize and is supposed to call StartEngine() and initialize application resources.
- Returns
- Any error returned other than W_SUCCEEDED will result in the end of the program
Implements Wasabi.
◆ SetupRenderer()
virtual WError BulletDebugger::SetupRenderer |
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virtual |
This function can be overloaded by the application. This function is called by the engine in StartEngine() and will give the application a chance to setup renderer of the engine. Default implementation will call WInitializeDeferredRenderer().
Reimplemented from Wasabi.
◆ m_physics
This is the physics component running in the main thread, not this one
The documentation for this class was generated from the following file: