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VehiclePhysics.h
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30 [[nodiscard]] static VehiclePhysicsStatus attach2D(VehicleEntity* v, eve::physics::World* world);
32 [[nodiscard]] static VehiclePhysicsStatus attach3D(VehicleEntity* v, eve::physics::World3D* world, float heightY);
44 [[nodiscard]] static VehiclePhysicsStatus tryTrackApply(VehicleEntity& v, float headingRad, float speed);
Box3D rigid-body world. Script coordinates are meters (Box3D native), unlike 2D World which uses pixe...
Definition World3D.h:63
Box2D world wrapper (2D physics) with pixel-space coordinates. Handles stepping, gravity,...
Definition World.h:41
static VehiclePhysicsStatus detach(VehicleEntity *v)
Destroy attached bodies if any.
Definition VehiclePhysics.cpp:273
static VehiclePhysicsStatus tryWheelMove(VehicleEntity &v, float dt)
Step wheel/ship mobility from an attached body.
Definition VehiclePhysics.cpp:293
static void registerBuiltinMobility()
Register suspension mobility when physics is in the build.
Definition VehiclePhysics.cpp:333
static void syncTrackFromBody(VehicleEntity &v)
Copy attached body pose into motion for tracked vehicles.
Definition VehiclePhysics.cpp:306
static VehiclePhysicsStatus attach2D(VehicleEntity *v, eve::physics::World *world)
Attach a 2D dynamic body when physics is in the build.
Definition VehiclePhysics.cpp:222
static VehiclePhysicsStatus tryTrackApply(VehicleEntity &v, float headingRad, float speed)
Apply tracked heading/speed to an attached body.
Definition VehiclePhysics.cpp:318
static bool isAttached(VehicleEntity *v)
Whether the entity has a live, resolvable physics body.
Definition VehiclePhysics.cpp:283
static VehiclePhysicsStatus attach3D(VehicleEntity *v, eve::physics::World3D *world, float heightY)
Attach a 3D dynamic body when physics is in the build.
Definition VehiclePhysics.cpp:245
VehiclePhysicsStatus
Outcome of an optional physics attach, detach, or mobility step.
Definition VehiclePhysics.h:21
@ Unavailable
No physics module, no body, or invalid arguments.