API reference

bullet_physics_backend.h · C++ API

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include/kui/engine/bullet_physics_backend.h
ColliderComponent::Vec3
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
Vec3 offset = Vec3(0, 0, 0);

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include/kui/engine/bullet_physics_backend.h:62

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ColliderComponent::Vec3
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bullet_physics_backend.h
Vec3 shapeParams = Vec3(0.5f, 0.5f, 0.5f);

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include/kui/engine/bullet_physics_backend.h:55

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CollisionEvent::null
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bullet_physics_backend.h
Entity entityA = Entity::null();

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include/kui/engine/bullet_physics_backend.h:100

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CollisionEvent::null
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bullet_physics_backend.h
Entity entityB = Entity::null();

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include/kui/engine/bullet_physics_backend.h:101

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ConstraintDesc::Vec3
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bullet_physics_backend.h
Vec3 axisA = Vec3(0, 1, 0);

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include/kui/engine/bullet_physics_backend.h:125

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ConstraintDesc::Vec3
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bullet_physics_backend.h
Vec3 axisB = Vec3(0, 1, 0);

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include/kui/engine/bullet_physics_backend.h:126

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ConstraintDesc::Vec3
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bullet_physics_backend.h
Vec3 pivotA = Vec3(0, 0, 0);

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include/kui/engine/bullet_physics_backend.h:122

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ConstraintDesc::Vec3
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bullet_physics_backend.h
Vec3 pivotB = Vec3(0, 0, 0);

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include/kui/engine/bullet_physics_backend.h:124

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ConstraintHandle::isValid
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bullet_physics_backend.h
bool isValid() const

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include/kui/engine/bullet_physics_backend.h:149

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defined
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bullet_physics_backend.h
#pragma once #if defined(KUI_HAS_3D_ENGINE) && defined(KUI_HAS_3D_PHYSICS) #include <kui/engine/ecs.h> #include <kui/engine/math_types.h> #include <cstdint> #include <vector> #include <unordered_map> #include <unordered_set> #include <memory> #include <functional> class btDefaultCollisionConfiguration;

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include/kui/engine/bullet_physics_backend.h:1

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KUI_3D_BACKEND_API::~BulletPhysicsBackend
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bullet_physics_backend.h
~BulletPhysicsBackend();

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include/kui/engine/bullet_physics_backend.h:176

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KUI_3D_BACKEND_API::applyForce
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bullet_physics_backend.h
void applyForce(RigidbodyComponent& rb, const Vec3& force);

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include/kui/engine/bullet_physics_backend.h:214

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KUI_3D_BACKEND_API::applyImpulse
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bullet_physics_backend.h
void applyImpulse(RigidbodyComponent& rb, const Vec3& impulse);

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include/kui/engine/bullet_physics_backend.h:216

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KUI_3D_BACKEND_API::applyTorque
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bullet_physics_backend.h
void applyTorque(RigidbodyComponent& rb, const Vec3& torque);

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include/kui/engine/bullet_physics_backend.h:217

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KUI_3D_BACKEND_API::BulletPhysicsBackend
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bullet_physics_backend.h
BulletPhysicsBackend();

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include/kui/engine/bullet_physics_backend.h:175

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KUI_3D_BACKEND_API::BulletPhysicsBackend
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bullet_physics_backend.h
BulletPhysicsBackend(const BulletPhysicsBackend&) = delete;

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include/kui/engine/bullet_physics_backend.h:178

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KUI_3D_BACKEND_API::clearCollisionCallback
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bullet_physics_backend.h
void clearCollisionCallback()

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include/kui/engine/bullet_physics_backend.h:245

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KUI_3D_BACKEND_API::createConstraint
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bullet_physics_backend.h
ConstraintHandle createConstraint(RigidbodyComponent& rbA, RigidbodyComponent& rbB, const ConstraintDesc& desc);

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include/kui/engine/bullet_physics_backend.h:235

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KUI_3D_BACKEND_API::createRigidbody
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bullet_physics_backend.h
bool createRigidbody(Entity entity, RigidbodyComponent& rb, const ColliderComponent& collider, const TransformComponent& transform);

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include/kui/engine/bullet_physics_backend.h:196

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KUI_3D_BACKEND_API::debugDraw
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bullet_physics_backend.h
void debugDraw(DebugDrawLineCallback lineCallback);

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include/kui/engine/bullet_physics_backend.h:248

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KUI_3D_BACKEND_API::destroyConstraint
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bullet_physics_backend.h
void destroyConstraint(ConstraintHandle& handle);

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include/kui/engine/bullet_physics_backend.h:239

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KUI_3D_BACKEND_API::destroyRigidbody
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bullet_physics_backend.h
void destroyRigidbody(RigidbodyComponent& rb);

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include/kui/engine/bullet_physics_backend.h:203

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KUI_3D_BACKEND_API::entityForBody
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bullet_physics_backend.h
Entity entityForBody(const void* bulletBody) const;

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include/kui/engine/bullet_physics_backend.h:233

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KUI_3D_BACKEND_API::getAngularVelocity
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bullet_physics_backend.h
Vec3 getAngularVelocity(const RigidbodyComponent& rb) const;

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include/kui/engine/bullet_physics_backend.h:221

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KUI_3D_BACKEND_API::getGravity
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bullet_physics_backend.h
Vec3 getGravity() const;

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include/kui/engine/bullet_physics_backend.h:194

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KUI_3D_BACKEND_API::getLinearVelocity
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bullet_physics_backend.h
Vec3 getLinearVelocity(const RigidbodyComponent& rb) const;

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include/kui/engine/bullet_physics_backend.h:220

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KUI_3D_BACKEND_API::initialize
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bullet_physics_backend.h
bool initialize(const Vec3& gravity = Vec3(0, -9.81f, 0));

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include/kui/engine/bullet_physics_backend.h:182

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KUI_3D_BACKEND_API::isDebugDrawEnabled
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bullet_physics_backend.h
bool isDebugDrawEnabled() const

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include/kui/engine/bullet_physics_backend.h:252

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KUI_3D_BACKEND_API::isInitialized
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bullet_physics_backend.h
bool isInitialized() const

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include/kui/engine/bullet_physics_backend.h:185

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KUI_3D_BACKEND_API::numManifolds
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bullet_physics_backend.h
int numManifolds() const;

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include/kui/engine/bullet_physics_backend.h:256

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KUI_3D_BACKEND_API::numRigidbodies
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bullet_physics_backend.h
int numRigidbodies() const;

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include/kui/engine/bullet_physics_backend.h:254

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KUI_3D_BACKEND_API::operator=
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bullet_physics_backend.h
BulletPhysicsBackend& operator=(const BulletPhysicsBackend&) = delete;

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include/kui/engine/bullet_physics_backend.h:180

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KUI_3D_BACKEND_API::processCollisions
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bullet_physics_backend.h
void processCollisions();

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include/kui/engine/bullet_physics_backend.h:246

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KUI_3D_BACKEND_API::raycast
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bullet_physics_backend.h
RaycastHit raycast(const Vec3& from, const Vec3& to) const;

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include/kui/engine/bullet_physics_backend.h:223

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KUI_3D_BACKEND_API::raycastAll
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bullet_physics_backend.h
std::vector<RaycastHit> raycastAll(const Vec3& from, const Vec3& to) const;

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include/kui/engine/bullet_physics_backend.h:226

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KUI_3D_BACKEND_API::registerBodyEntity
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bullet_physics_backend.h
void registerBodyEntity(void* bulletBody, Entity entity);

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include/kui/engine/bullet_physics_backend.h:229

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KUI_3D_BACKEND_API::setAngularVelocity
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bullet_physics_backend.h
void setAngularVelocity(RigidbodyComponent& rb, const Vec3& velocity);

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include/kui/engine/bullet_physics_backend.h:219

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KUI_3D_BACKEND_API::setCollisionCallback
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bullet_physics_backend.h
void setCollisionCallback(CollisionCallback cb)

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include/kui/engine/bullet_physics_backend.h:241

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KUI_3D_BACKEND_API::setDebugDrawEnabled
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bullet_physics_backend.h
void setDebugDrawEnabled(bool enabled)

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include/kui/engine/bullet_physics_backend.h:251

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KUI_3D_BACKEND_API::setGravity
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
void setGravity(const Vec3& gravity);

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include/kui/engine/bullet_physics_backend.h:192

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KUI_3D_BACKEND_API::setLinearVelocity
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
void setLinearVelocity(RigidbodyComponent& rb, const Vec3& velocity);

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:218

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KUI_3D_BACKEND_API::shutdown
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
void shutdown();

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:184

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KUI_3D_BACKEND_API::stepSimulation
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
void stepSimulation(float deltaTime, int maxSubSteps = 10, float fixedTimeStep = 1.0f / 60.0f);

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:187

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KUI_3D_BACKEND_API::syncTransformFromBullet
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
void syncTransformFromBullet(const RigidbodyComponent& rb, TransformComponent& transform) const;

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:206

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KUI_3D_BACKEND_API::syncTransformToBullet
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
void syncTransformToBullet(const TransformComponent& transform, RigidbodyComponent& rb) const;

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:210

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KUI_3D_BACKEND_API::unregisterBodyEntity
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
void unregisterBodyEntity(void* bulletBody);

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:232

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RaycastHit::null
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
Entity entity = Entity::null();

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:166

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void
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
using CollisionCallback = std::function<void(const CollisionEvent&)>;

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:107

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void
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Installed header declaration in the engine module. The signature is shown as declared. Check the owning type for lifetime, threading and platform requirements. This belongs to the legacy in-tree 3D module. KUI_ENABLE_3D_ENGINE is off by default; new projects should use the standalone kui_ext_3d extension.

bullet_physics_backend.h
using DebugDrawLineCallback = std::function<void( const Vec3& from, const Vec3& to, const Vec3& color)>;

Conditions: KUI_ENABLE_3D_ENGINE=ON

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include/kui/engine/bullet_physics_backend.h:153

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