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<TITLE>Crystal Space: csPhyziks World</TITLE>

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<H3> 6.7.1 Physical World </H3>
<!--docid::SEC327::-->
<P>

There is a convenient header file that includes all the other headers you
will probably need.
</P><P>

<TABLE><tr><td>&nbsp;</td><td class=example><pre>#include "csphyzik/phyziks.h"
</pre></td></tr></table></P><P>

The main object used to represent the physics engine is `<SAMP>ctWorld</SAMP>'.
</P><P>

<TABLE><tr><td>&nbsp;</td><td class=example><pre>ctWorld phyz_world;
</pre></td></tr></table></P><P>

Any bodies you want to be dynamically simulated need to be added to a
`<SAMP>ctWorld</SAMP>'.
</P><P>

<TABLE><tr><td>&nbsp;</td><td class=example><pre>phyz_world.add_rigidbody(a_rigid_body_pointerd);
</pre></td></tr></table></P><P>

You can add forces that will affect all bodies the system by adding an
environmental force:
</P><P>

<TABLE><tr><td>&nbsp;</td><td class=example><pre>phyz_world.add_enviro_force(gravity_force_pointer);
</pre></td></tr></table></P><P>

When you want to evolve the system simply do this:
</P><P>

<TABLE><tr><td>&nbsp;</td><td class=example><pre>phyz_world.evolve(time_start, time_end);
</pre></td></tr></table></P><P>

Now the rigid body we added should have been moved by the gravity force.
</P><P>

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