Put World headers back;
@@ -80,6 +80,27 @@ typedef struct {
void lovrPhysicsInit();
void lovrPhysicsDestroy();
+World* lovrWorldCreate(float xg, float yg, float zg, int allowSleep, const char** tags, int tagCount);
+void lovrWorldDestroy(const Ref* ref);
+void lovrWorldDestroyData(World* world);
+void lovrWorldUpdate(World* world, float dt, CollisionResolver resolver, void* userdata);
+void lovrWorldComputeOverlaps(World* world);
+int lovrWorldGetNextOverlap(World* world, Shape** a, Shape** b);
+int lovrWorldCollide(World* world, Shape* a, Shape* b, float friction, float restitution);
+void lovrWorldGetGravity(World* world, float* x, float* y, float* z);
+void lovrWorldSetGravity(World* world, float x, float y, float z);
+void lovrWorldGetLinearDamping(World* world, float* damping, float* threshold);
+void lovrWorldSetLinearDamping(World* world, float damping, float threshold);
+void lovrWorldGetAngularDamping(World* world, float* damping, float* threshold);
+void lovrWorldSetAngularDamping(World* world, float damping, float threshold);
+int lovrWorldIsSleepingAllowed(World* world);
+void lovrWorldSetSleepingAllowed(World* world, int allowed);
+void lovrWorldRaycast(World* world, float x1, float y1, float z1, float x2, float y2, float z2, RaycastCallback callback, void* userdata);
+const char* lovrWorldGetTagName(World* world, int tag);
+int lovrWorldDisableCollisionBetween(World* world, const char* tag1, const char* tag2);
+int lovrWorldEnableCollisionBetween(World* world, const char* tag1, const char* tag2);
+int lovrWorldIsCollisionEnabledBetween(World* world, const char* tag1, const char* tag);
+
Collider* lovrColliderCreate();
void lovrColliderDestroy(const Ref* ref);
void lovrColliderDestroyData(Collider* collider);
