#include <physxstate.h>
Inherits physx::PxSimulationEventCallback.
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| | PhysxState () |
| |
| void | Setup () |
| | Setup Px subsystems.
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| |
| void | Shutdown () |
| |
| void | Update (Timing::Time delta) |
| | convenience function to do a sync full simulation step. Do not mix Update and Begin/EndFrame!
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| |
| void | BeginSimulating (Timing::Time delta, IndexT scene) |
| | explicit call to simulate, will process async in the background
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| |
| void | EndSimulating (IndexT scene) |
| | explicit call to fetch the results of the simulation
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| |
| void | FlushSimulation (IndexT scene) |
| | will block until a potential simulation step is done
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| |
| physx::PxRigidActor * | CreateActor (ActorType type, Math::mat4 const &transform) |
| | create new empty actor
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| |
| physx::PxRigidActor * | CreateActor (ActorType type, Math::vec3 const &location, Math::quat const &orientation) |
| | create new empty actor
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| |
| void | DiscardActor (ActorId id) |
| | deregister an actor
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| |
| void | ConnectPVD () |
| | connect to an instance of pvd
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| |
| void | DisconnectPVD () |
| | disconnect from pvd again
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| |
| void | onConstraintBreak (physx::PxConstraintInfo *constraints, physx::PxU32 count) |
| | these are implementations of PxSimulationEventCallback
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| |
| 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) |
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| 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 |
( |
| ) |
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◆ 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, |
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|
Math::mat4 const & | transform ) |
◆ CreateActor() [2/2]
◆ DiscardActor()
| void Physics::PhysxState::DiscardActor |
( |
ActorId | id | ) |
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◆ 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, |
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const physx::PxTransform * | poseBuffer, |
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const physx::PxU32 | count ) |
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inline |
◆ onConstraintBreak()
| void Physics::PhysxState::onConstraintBreak |
( |
physx::PxConstraintInfo * | constraints, |
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physx::PxU32 | count ) |
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inline |
these are implementations of PxSimulationEventCallback
◆ onContact()
| void Physics::PhysxState::onContact |
( |
const physx::PxContactPairHeader & | pairHeader, |
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const physx::PxContactPair * | pairs, |
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physx::PxU32 | nbPairs ) |
◆ onSleep()
| void Physics::PhysxState::onSleep |
( |
physx::PxActor ** | actors, |
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physx::PxU32 | count ) |
◆ onTrigger()
| void Physics::PhysxState::onTrigger |
( |
physx::PxTriggerPair * | pairs, |
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physx::PxU32 | count ) |
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inline |
◆ onWake()
| void Physics::PhysxState::onWake |
( |
physx::PxActor ** | actors, |
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physx::PxU32 | count ) |
◆ Setup()
| void Physics::PhysxState::Setup |
( |
| ) |
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◆ Shutdown()
| void Physics::PhysxState::Shutdown |
( |
| ) |
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◆ 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: