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Nebula
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#include <actorcontext.h>
Public Types | |
| enum | { DefaultShapeAlloc = 16 } |
| using | ShapeArrayType = Util::StackArray<ShapeHandle, DefaultShapeAlloc> |
Static Public Member Functions | |
| static ActorId | CreateBox (Math::vector const &extends, IndexT material, ActorType type, Math::mat4 const &transform, IndexT scene=0) |
| helper functions for creating shapes | |
| static ActorId | CreateSphere (float radius, IndexT material, ActorType type, Math::mat4 const &transform, IndexT scene=0) |
| static ActorId | CreatePlane (Math::plane const &plane, IndexT material, IndexT scene=0) |
| static ActorId | CreateCapsule (float radius, float halfHeight, IndexT material, ActorType type, Math::mat4 const &transform, IndexT scene=0) |
| static ActorId | CreateConvexHull (float *vertices, int numVertices, IndexT material, ActorType type, Math::mat4 const &transform, IndexT scene=0) |
| Create a convex hull/mesh from vertex buffer. | |
| static Actor & | GetActor (ActorId id) |
| static void | SetTransform (ActorId id, Math::mat4 const &transform) |
| static Math::mat4 | GetTransform (ActorId id) |
| static void | SetPositionOrientation (ActorId id, Math::vec3 const &position, Math::quat const &orientation) |
| static void | GetPositionOrientation (ActorId id, Math::vec3 &position, Math::quat &orientation) |
| static void | SetLinearVelocity (ActorId id, Math::vector speed) |
| static Math::vector | GetLinearVelocity (ActorId id) |
| static void | SetAngularVelocity (ActorId id, Math::vector speed) |
| static Math::vector | GetAngularVelocity (ActorId id) |
| static void | ApplyImpulseAtPos (ActorId id, const Math::vector &impulse, const Math::point &pos) |
| apply a global impulse vector at the next time step at a global position | |
| static void | SetCollisionFeedback (ActorId id, CollisionFeedback feedback) |
| modify collision callback handling | |
| static SizeT | GetShapeCount (ActorId id) |
| static void | GetShapes (ActorId id, ShapeArrayType &shapes) |
| static Math::transform | GetShapeTransform (const ShapeHandle &shape) |
| static void | SetShapeTransform (const ShapeHandle &shape, const Math::transform &transform) |
| static physx::PxRigidActor * | GetPxActor (ActorId id) |
| shortcut for getting the pxactor object | |
| static physx::PxRigidDynamic * | GetPxDynamic (ActorId id) |
| shortcut for getting the pxactor object | |
| static bool | IsValid (ActorId id) |
Static Private Member Functions | |
| static ActorId | AllocateActorId (physx::PxRigidActor *pxActor) |
| static ActorId | AllocateActorId (physx::PxRigidActor *pxActor, ActorResourceId res) |
| static void | DiscardActor (ActorId id) |
Static Private Attributes | |
| static Util::Array< Actor > | actors |
| static Ids::IdGenerationPool | actorPool |
Friends | |
| class | PhysxState |
| class | StreamActorPool |
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apply a global impulse vector at the next time step at a global position
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helper functions for creating shapes
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Create a convex hull/mesh from vertex buffer.
Assumes "xyz" points (sizeof(float) * 3).
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shortcut for getting the pxactor object
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shortcut for getting the pxactor object
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modify collision callback handling
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