#include <physxstate.h>
Inherits physx::PxSimulationEventCallback.
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| PhysxState () |
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void | Setup () |
| Setup Px subsystems.
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void | Shutdown () |
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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) |
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void | onSleep (physx::PxActor **actors, physx::PxU32 count) |
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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) |
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void | onAdvance (const physx::PxRigidBody *const *bodyBuffer, const physx::PxTransform *poseBuffer, const physx::PxU32 count) |
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◆ PhysxState()
Physics::PhysxState::PhysxState |
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◆ BeginSimulating()
explicit call to simulate, will process async in the background
◆ ConnectPVD()
void Physics::PhysxState::ConnectPVD |
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connect to an instance of pvd
◆ CreateActor() [1/2]
physx::PxRigidActor * Physics::PhysxState::CreateActor |
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ActorType | type, |
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Math::mat4 const & | transform ) |
◆ CreateActor() [2/2]
◆ DiscardActor()
void Physics::PhysxState::DiscardActor |
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ActorId | id | ) |
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◆ DisconnectPVD()
void Physics::PhysxState::DisconnectPVD |
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disconnect from pvd again
◆ EndSimulating()
void Physics::PhysxState::EndSimulating |
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IndexT | scene | ) |
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explicit call to fetch the results of the simulation
◆ FlushSimulation()
void Physics::PhysxState::FlushSimulation |
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IndexT | scene | ) |
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will block until a potential simulation step is done
◆ onAdvance()
void Physics::PhysxState::onAdvance |
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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 |
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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 |
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const physx::PxContactPairHeader & | pairHeader, |
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const physx::PxContactPair * | pairs, |
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physx::PxU32 | nbPairs ) |
◆ onSleep()
void Physics::PhysxState::onSleep |
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physx::PxActor ** | actors, |
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physx::PxU32 | count ) |
◆ onTrigger()
void Physics::PhysxState::onTrigger |
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physx::PxTriggerPair * | pairs, |
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physx::PxU32 | count ) |
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◆ onWake()
void Physics::PhysxState::onWake |
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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: