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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Eliminate DefineConsoleFunction
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parent
bc1b506205
commit
e718841467
55 changed files with 314 additions and 332 deletions
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@ -124,31 +124,31 @@ void PhysicsPlugin::_debugDraw( SceneManager *graph, const SceneRenderState *sta
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world->onDebugDraw( state );
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}
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DefineConsoleFunction( physicsPluginPresent, bool, (), , "physicsPluginPresent()"
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DefineEngineFunction( physicsPluginPresent, bool, (), , "physicsPluginPresent()"
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"@brief Returns true if a physics plugin exists and is initialized.\n\n"
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"@ingroup Physics" )
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{
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return PHYSICSMGR != NULL;
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}
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DefineConsoleFunction( physicsInit, bool, (const char * library), ("default"), "physicsInit( [string library] )")
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DefineEngineFunction( physicsInit, bool, (const char * library), ("default"), "physicsInit( [string library] )")
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{
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return PhysicsPlugin::activate( library );
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}
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DefineConsoleFunction( physicsDestroy, void, (), , "physicsDestroy()")
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DefineEngineFunction( physicsDestroy, void, (), , "physicsDestroy()")
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{
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if ( PHYSICSMGR )
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PHYSICSMGR->destroyPlugin();
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}
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DefineConsoleFunction( physicsInitWorld, bool, (const char * worldName), , "physicsInitWorld( String worldName )")
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DefineEngineFunction( physicsInitWorld, bool, (const char * worldName), , "physicsInitWorld( String worldName )")
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{
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bool res = PHYSICSMGR && PHYSICSMGR->createWorld( String( worldName ) );
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return res;
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}
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DefineConsoleFunction( physicsDestroyWorld, void, (const char * worldName), , "physicsDestroyWorld( String worldName )")
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DefineEngineFunction( physicsDestroyWorld, void, (const char * worldName), , "physicsDestroyWorld( String worldName )")
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{
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if ( PHYSICSMGR )
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PHYSICSMGR->destroyWorld( worldName );
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@ -157,19 +157,19 @@ DefineConsoleFunction( physicsDestroyWorld, void, (const char * worldName), , "p
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// Control/query of the stop/started state
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// of the currently running simulation.
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DefineConsoleFunction( physicsStartSimulation, void, (const char * worldName), , "physicsStartSimulation( String worldName )")
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DefineEngineFunction( physicsStartSimulation, void, (const char * worldName), , "physicsStartSimulation( String worldName )")
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{
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if ( PHYSICSMGR )
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PHYSICSMGR->enableSimulation( String( worldName ), true );
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}
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DefineConsoleFunction( physicsStopSimulation, void, (const char * worldName), , "physicsStopSimulation( String worldName )")
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DefineEngineFunction( physicsStopSimulation, void, (const char * worldName), , "physicsStopSimulation( String worldName )")
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{
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if ( PHYSICSMGR )
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PHYSICSMGR->enableSimulation( String( worldName ), false );
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}
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DefineConsoleFunction( physicsSimulationEnabled, bool, (), , "physicsStopSimulation( String worldName )")
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DefineEngineFunction( physicsSimulationEnabled, bool, (), , "physicsStopSimulation( String worldName )")
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{
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return PHYSICSMGR && PHYSICSMGR->isSimulationEnabled();
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}
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@ -177,14 +177,14 @@ DefineConsoleFunction( physicsSimulationEnabled, bool, (), , "physicsStopSimulat
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// Used for slowing down time on the
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// physics simulation, and for pausing/restarting
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// the simulation.
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DefineConsoleFunction( physicsSetTimeScale, void, (F32 scale), , "physicsSetTimeScale( F32 scale )")
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DefineEngineFunction( physicsSetTimeScale, void, (F32 scale), , "physicsSetTimeScale( F32 scale )")
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{
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if ( PHYSICSMGR )
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PHYSICSMGR->setTimeScale( scale );
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}
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// Get the currently set time scale.
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DefineConsoleFunction( physicsGetTimeScale, F32, (), , "physicsGetTimeScale()")
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DefineEngineFunction( physicsGetTimeScale, F32, (), , "physicsGetTimeScale()")
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{
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return PHYSICSMGR && PHYSICSMGR->getTimeScale();
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}
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@ -193,7 +193,7 @@ DefineConsoleFunction( physicsGetTimeScale, F32, (), , "physicsGetTimeScale()")
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// physics simulation that they should store
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// their current state for later restoration,
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// such as when the editor is closed.
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DefineConsoleFunction( physicsStoreState, void, (), , "physicsStoreState()")
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DefineEngineFunction( physicsStoreState, void, (), , "physicsStoreState()")
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{
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PhysicsPlugin::getPhysicsResetSignal().trigger( PhysicsResetEvent_Store );
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}
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@ -201,13 +201,13 @@ DefineConsoleFunction( physicsStoreState, void, (), , "physicsStoreState()")
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// Used to send a signal to objects in the
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// physics simulation that they should restore
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// their saved state, such as when the editor is opened.
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DefineConsoleFunction( physicsRestoreState, void, (), , "physicsRestoreState()")
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DefineEngineFunction( physicsRestoreState, void, (), , "physicsRestoreState()")
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{
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if ( PHYSICSMGR )
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PHYSICSMGR->reset();
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}
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DefineConsoleFunction( physicsDebugDraw, void, (bool enable), , "physicsDebugDraw( bool enable )")
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DefineEngineFunction( physicsDebugDraw, void, (bool enable), , "physicsDebugDraw( bool enable )")
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{
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if ( PHYSICSMGR )
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PHYSICSMGR->enableDebugDraw( enable );
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