#include <physxstate.h>
Inherits physx::PxSimulationEventCallback.
|  | 
|  | PhysxState () | 
|  | 
| void | Setup () | 
|  | Setup Px subsystems. 
 | 
|  | 
| void | Shutdown () | 
|  | 
| void | Update (Timing::Time delta) | 
|  | convenience function to do a sync full simulation step. Do not mix Update and Begin/EndFrame! 
 | 
|  | 
| void | BeginSimulating (Timing::Time delta, IndexT scene) | 
|  | explicit call to simulate, will process async in the background 
 | 
|  | 
| void | EndSimulating (IndexT scene) | 
|  | explicit call to fetch the results of the simulation 
 | 
|  | 
| void | FlushSimulation (IndexT scene) | 
|  | will block until a potential simulation step is done 
 | 
|  | 
| physx::PxRigidActor * | CreateActor (ActorType type, Math::mat4 const &transform) | 
|  | create new empty actor 
 | 
|  | 
| physx::PxRigidActor * | CreateActor (ActorType type, Math::vec3 const &location, Math::quat const &orientation) | 
|  | create new empty actor 
 | 
|  | 
| void | DiscardActor (ActorId id) | 
|  | deregister an actor 
 | 
|  | 
| void | ConnectPVD () | 
|  | connect to an instance of pvd 
 | 
|  | 
| void | DisconnectPVD () | 
|  | disconnect from pvd again 
 | 
|  | 
| void | onConstraintBreak (physx::PxConstraintInfo *constraints, physx::PxU32 count) | 
|  | these are implementations of PxSimulationEventCallback 
 | 
|  | 
| void | onWake (physx::PxActor **actors, physx::PxU32 count) | 
|  | 
| void | onSleep (physx::PxActor **actors, physx::PxU32 count) | 
|  | 
| void | onContact (const physx::PxContactPairHeader &pairHeader, const physx::PxContactPair *pairs, physx::PxU32 nbPairs) | 
|  | 
| void | onTrigger (physx::PxTriggerPair *pairs, physx::PxU32 count) | 
|  | 
| void | onAdvance (const physx::PxRigidBody *const *bodyBuffer, const physx::PxTransform *poseBuffer, const physx::PxU32 count) | 
|  | 
◆ PhysxState()
      
        
          | Physics::PhysxState::PhysxState | ( |  | ) |  | 
      
 
 
◆ BeginSimulating()
explicit call to simulate, will process async in the background 
 
 
◆ ConnectPVD()
      
        
          | void Physics::PhysxState::ConnectPVD | ( |  | ) |  | 
      
 
connect to an instance of pvd 
 
 
◆ CreateActor() [1/2]
      
        
          | physx::PxRigidActor * Physics::PhysxState::CreateActor | ( | ActorType | type, | 
        
          |  |  | Math::mat4 const & | transform ) | 
      
 
 
◆ CreateActor() [2/2]
◆ DiscardActor()
      
        
          | void Physics::PhysxState::DiscardActor | ( | ActorId | id | ) |  | 
      
 
 
◆ DisconnectPVD()
      
        
          | void Physics::PhysxState::DisconnectPVD | ( |  | ) |  | 
      
 
disconnect from pvd again 
 
 
◆ EndSimulating()
      
        
          | void Physics::PhysxState::EndSimulating | ( | IndexT | scene | ) |  | 
      
 
explicit call to fetch the results of the simulation 
 
 
◆ FlushSimulation()
      
        
          | void Physics::PhysxState::FlushSimulation | ( | IndexT | scene | ) |  | 
      
 
will block until a potential simulation step is done 
 
 
◆ onAdvance()
  
  | 
        
          | void Physics::PhysxState::onAdvance | ( | const physx::PxRigidBody *const * | bodyBuffer, |  
          |  |  | const physx::PxTransform * | poseBuffer, |  
          |  |  | const physx::PxU32 | count ) |  | inline | 
 
 
◆ onConstraintBreak()
  
  | 
        
          | void Physics::PhysxState::onConstraintBreak | ( | physx::PxConstraintInfo * | constraints, |  
          |  |  | physx::PxU32 | count ) |  | inline | 
 
these are implementations of PxSimulationEventCallback 
 
 
◆ onContact()
      
        
          | void Physics::PhysxState::onContact | ( | const physx::PxContactPairHeader & | pairHeader, | 
        
          |  |  | const physx::PxContactPair * | pairs, | 
        
          |  |  | physx::PxU32 | nbPairs ) | 
      
 
 
◆ onSleep()
      
        
          | void Physics::PhysxState::onSleep | ( | physx::PxActor ** | actors, | 
        
          |  |  | physx::PxU32 | count ) | 
      
 
 
◆ onTrigger()
  
  | 
        
          | void Physics::PhysxState::onTrigger | ( | physx::PxTriggerPair * | pairs, |  
          |  |  | physx::PxU32 | count ) |  | inline | 
 
 
◆ onWake()
      
        
          | void Physics::PhysxState::onWake | ( | physx::PxActor ** | actors, | 
        
          |  |  | physx::PxU32 | count ) | 
      
 
 
◆ Setup()
      
        
          | void Physics::PhysxState::Setup | ( |  | ) |  | 
      
 
 
◆ Shutdown()
      
        
          | void Physics::PhysxState::Shutdown | ( |  | ) |  | 
      
 
 
◆ Update()
convenience function to do a sync full simulation step. Do not mix Update and Begin/EndFrame! 
 
 
◆ activeSceneIds
◆ activeScenes
◆ allocator
◆ awakeActors
◆ deadSceneIds
◆ errorCallback
◆ FallbackMaterial
◆ foundation
      
        
          | physx::PxFoundation* Physics::PhysxState::foundation | 
      
 
 
◆ materialNameTable
◆ materials
◆ onSleepCallback
◆ onWakeCallback
◆ overlapBuffer
◆ physics
      
        
          | physx::PxPhysics* Physics::PhysxState::physics | 
      
 
 
◆ pvd
      
        
          | physx::PxPvd* Physics::PhysxState::pvd | 
      
 
 
◆ transport
      
        
          | physx::PxPvdTransport* Physics::PhysxState::transport | 
      
 
 
The documentation for this class was generated from the following files: