Physics stuff
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@@ -33,13 +33,15 @@ class CLASS_DEFINE HydraActorManager : public HydraObject
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void Initialise(size_t max_actors);
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template<class T> HydraID CreateActor();
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HydraID LoadActor(std::string filename);
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HydraID LoadActor(std::string filename);
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void DeleteActor(HydraID actorID);
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HydraActor* const GetActor(HydraID actorID);
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std::vector<HydraID>& GetChildren(HydraID actor_id);
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void TickActors(float delta_t);
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void FixedTickActor(float actor_id, float delta_t);
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void InitialiseActor(HydraID actorID);
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void Shutdown();
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@@ -48,15 +50,14 @@ class CLASS_DEFINE HydraActorManager : public HydraObject
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void SetPosition(HydraID actorID, glm::dvec3 position);
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void SetOrientation(HydraID actorID, float x, float y, float z);
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void SetLinearVelocity(HydraID actor_id, glm::vec3 velocity);
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void SetPositionAndOrientation(HydraID actorID, glm::dvec3 position, glm::vec3 euler_angles, bool ignore_physics = false);
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void SetScale(HydraID actor_id, glm::dvec3 scaling);
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void TranslateActor(HydraID actorID, glm::dvec3 translation);
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void SetRelationship(HydraID parent_id, HydraID child_id);
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// void AddComponentType(HydraID actorID, uint32_t component_type);
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// bool HasComponentType(HydraID actorID, uint32_t component_type);
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// void RemoveComponentType(HydraID actorID, uint32_t component_type);
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HydraID GetParent(HydraID actor_id);
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HydraID GetRoot(HydraID actor_id);
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