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void | DeallocatePhysx () |
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| PhysicsSolver (World *world) |
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| void | Spawn (PhysicsBodyComponent &) |
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| void | Destroy (PhysicsBodyComponent &) |
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| void | Tick (float deltaTime) |
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| bool | Raycast (const vector3 &origin, const vector3 &direction, decimalType maxDistance, RaycastHit &out_hit) |
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| bool | BoxOverlap (const vector3 &origin, const quaternion &rotation, const vector3 &half_ext, OverlapHit &out_hit) |
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| bool | SphereOverlap (const vector3 &origin, decimalType radius, OverlapHit &out_hit) |
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| bool | CapsuleOverlap (const vector3 &origin, const quaternion &rotation, decimalType radius, decimalType halfheight, OverlapHit &out_hit) |
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void | setupFiltering (physx::PxRigidActor *actor, physx::PxU32 filterGroup, physx::PxU32 filterMask) |
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| virtual void | onConstraintBreak (physx::PxConstraintInfo *constraints, physx::PxU32 count) override |
| | This is called when a breakable constraint breaks.
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| virtual void | onWake (physx::PxActor **actors, physx::PxU32 count) override |
| | This is called with the actors which have just been woken up.
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| virtual void | onSleep (physx::PxActor **actors, physx::PxU32 count) override |
| | This is called with the actors which have just been put to sleep.
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| virtual void | onContact (const physx::PxContactPairHeader &pairHeader, const physx::PxContactPair *pairs, physx::PxU32 nbPairs) override |
| | This is called when certain contact events occur.
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| virtual void | onTrigger (physx::PxTriggerPair *pairs, physx::PxU32 count) override |
| | This is called with the current trigger pair events.
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| virtual void | onAdvance (const physx::PxRigidBody *const *bodyBuffer, const physx::PxTransform *poseBuffer, const physx::PxU32 count) override |
| | Provides early access to the new pose of moving rigid bodies.
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| bool | generic_overlap (const PhysicsTransform &transform, const physx::PxGeometry &geo, OverlapHit &out_hit) |
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◆ BoxOverlap()
Perform a box overlap
- Parameters
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| origin | the center point of the box overlap |
| rotation | the rotation of the box |
| half_ext | the distance from the origin to the corner for each axis |
| out_hit | the cast results to write the data into |
- Returns
- true if the box overlap found data, false otherwise
◆ CapsuleOverlap()
Perform a capsule overlap
- Parameters
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| origin | the center of the capsule |
| rotation | the rotation of the capsule |
| halfHeight | the distance from the center of the capsule to a pole |
| out_hit | the destination to write the results into |
- Returns
- true if the capsule overlap found data
◆ Destroy()
Remove the entity from the physics system. This does NOT destroy it in the World.
- Parameters
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◆ generic_overlap()
Generic version of overlap
- Parameters
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| transform | the transform to pass |
| geo | the geometry for the it |
| out_hit | the destination to write the results |
◆ onAdvance()
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inlineoverrideprotectedvirtual |
Provides early access to the new pose of moving rigid bodies.
When this call occurs, rigid bodies having the #PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW flag set, were moved by the simulation and their new poses can be accessed through the provided buffers.
- Note
- The provided buffers are valid and can be read until the next call to #PxScene::simulate() or #PxScene::collide().
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This callback gets triggered while the simulation is running. If the provided rigid body references are used to read properties of the object, then the callback has to guarantee no other thread is writing to the same body at the same time.
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The code in this callback should be lightweight as it can block the simulation, that is, the #PxScene::fetchResults() call.
- Parameters
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| [in] | bodyBuffer | The rigid bodies that moved and requested early pose reporting. |
| [in] | poseBuffer | The integrated rigid body poses of the bodies listed in bodyBuffer. |
| [in] | count | The number of entries in the provided buffers. |
- See also
- PxScene.setSimulationEventCallback() PxSceneDesc.simulationEventCallback PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW
Implements physx::PxSimulationEventCallback.
◆ onConstraintBreak()
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inlineoverrideprotectedvirtual |
This is called when a breakable constraint breaks.
- Note
- The user should not release the constraint shader inside this call!
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No event will get reported if the constraint breaks but gets deleted while the time step is still being simulated.
- Parameters
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| [in] | constraints | - The constraints which have been broken. |
| [in] | count | - The number of constraints |
- See also
- PxConstraint PxConstraintDesc.linearBreakForce PxConstraintDesc.angularBreakForce
Implements physx::PxSimulationEventCallback.
◆ onContact()
This is called when certain contact events occur.
The method will be called for a pair of actors if one of the colliding shape pairs requested contact notification. You request which events are reported using the filter shader/callback mechanism (see #PxSimulationFilterShader, #PxSimulationFilterCallback, #PxPairFlag).
Do not keep references to the passed objects, as they will be invalid after this function returns.
- Parameters
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| [in] | pairHeader | Information on the two actors whose shapes triggered a contact report. |
| [in] | pairs | The contact pairs of two actors for which contact reports have been requested. See #PxContactPair. |
| [in] | nbPairs | The number of provided contact pairs. |
- See also
- PxScene.setSimulationEventCallback() PxSceneDesc.simulationEventCallback PxContactPair PxPairFlag PxSimulationFilterShader PxSimulationFilterCallback
Implements physx::PxSimulationEventCallback.
◆ onSleep()
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inlineoverrideprotectedvirtual |
This is called with the actors which have just been put to sleep.
- Note
- Only supported by rigid bodies yet.
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Only called on actors for which the PxActorFlag eSEND_SLEEP_NOTIFIES has been set.
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Only the latest sleep state transition happening between fetchResults() of the previous frame and fetchResults() of the current frame will get reported. For example, let us assume actor A is asleep, then A->wakeUp() gets called, then later A->putToSleep() gets called. At the next simulate/fetchResults() step only an onSleep() event will get triggered because that was the last transition (assuming the simulation does not wake the actor up).
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If an actor gets newly added to a scene with properties such that it is asleep and the sleep state does not get changed by the user or simulation, then an onSleep() event will get sent at the next simulate/fetchResults() step.
- Parameters
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| [in] | actors | - The actors which have just been put to sleep. |
| [in] | count | - The number of actors |
- See also
- PxScene.setSimulationEventCallback() PxSceneDesc.simulationEventCallback PxActorFlag PxActor.setActorFlag()
Implements physx::PxSimulationEventCallback.
◆ onTrigger()
This is called with the current trigger pair events.
Shapes which have been marked as triggers using PxShapeFlag::eTRIGGER_SHAPE will send events according to the pair flag specification in the filter shader (see #PxPairFlag, #PxSimulationFilterShader).
- Note
- Trigger shapes will no longer send notification events for interactions with other trigger shapes.
- Parameters
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| [in] | pairs | - The trigger pair events. |
| [in] | count | - The number of trigger pair events. |
- See also
- PxScene.setSimulationEventCallback() PxSceneDesc.simulationEventCallback PxPairFlag PxSimulationFilterShader PxShapeFlag PxShape.setFlag()
Implements physx::PxSimulationEventCallback.
◆ onWake()
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inlineoverrideprotectedvirtual |
This is called with the actors which have just been woken up.
- Note
- Only supported by rigid bodies yet.
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Only called on actors for which the PxActorFlag eSEND_SLEEP_NOTIFIES has been set.
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Only the latest sleep state transition happening between fetchResults() of the previous frame and fetchResults() of the current frame will get reported. For example, let us assume actor A is awake, then A->putToSleep() gets called, then later A->wakeUp() gets called. At the next simulate/fetchResults() step only an onWake() event will get triggered because that was the last transition.
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If an actor gets newly added to a scene with properties such that it is awake and the sleep state does not get changed by the user or simulation, then an onWake() event will get sent at the next simulate/fetchResults() step.
- Parameters
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| [in] | actors | - The actors which just woke up. |
| [in] | count | - The number of actors |
- See also
- PxScene.setSimulationEventCallback() PxSceneDesc.simulationEventCallback PxActorFlag PxActor.setActorFlag()
Implements physx::PxSimulationEventCallback.
◆ Raycast()
Perform a raycast in the scene.
- Parameters
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| origin | the starting point of the vector |
| direction | the direction to continue the vector |
| maxDistance | the distance to continue the cast |
| out_hit | the RaycastHit to write the data into |
- Returns
- true if the Raycast hit, false otherwise
◆ Spawn()
Make the physics system aware of an object
- Parameters
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◆ SphereOverlap()
Perform a sphere overlap
- Parameters
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| origin | the center point of the sphere overlap |
| radius | radius of the sphere |
| out_hit | where to write the results |
- Returns
- true if the overlap found data
◆ Tick()
| void PhysicsSolver::Tick |
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float |
scaleFactor | ) |
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Run the appropriate number of physics time steps given a frame rate scale
- Parameters
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| deltaTime | the scale factor to apply |
The documentation for this class was generated from the following files: