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Nebula
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#include <physxstate.h>
Inherits physx::PxSimulationEventCallback.
Public Member Functions | |
| 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) |
Public Attributes | |
| physx::PxFoundation * | foundation |
| physx::PxPhysics * | physics |
| physx::PxPvd * | pvd |
| physx::PxPvdTransport * | transport |
| Util::Delegate< void(ActorId *, SizeT)> | onSleepCallback |
| Util::Delegate< void(ActorId *, SizeT)> | onWakeCallback |
| Physics::Allocator | allocator |
| Physics::ErrorCallback | errorCallback |
| Physics::Material | FallbackMaterial |
| Util::Set< Ids::Id32 > | awakeActors |
| Util::Dictionary< Util::StringAtom, IndexT > | materialNameTable |
| Util::StackArray< Physics::Scene, 8 > | activeScenes |
| Util::StackArray< Physics::Material, 16 > | materials |
| Util::StackArray< IndexT, 8 > | activeSceneIds |
| Util::StackArray< IndexT, 8 > | deadSceneIds |
| physx::PxOverlapHit | overlapBuffer [MAX_SHAPE_OVERLAPS] |
| Physics::PhysxState::PhysxState | ( | ) |
| void Physics::PhysxState::BeginSimulating | ( | Timing::Time | delta, |
| IndexT | scene ) |
explicit call to simulate, will process async in the background
| void Physics::PhysxState::ConnectPVD | ( | ) |
connect to an instance of pvd
| physx::PxRigidActor * Physics::PhysxState::CreateActor | ( | ActorType | type, |
| Math::mat4 const & | transform ) |
create new empty actor
| physx::PxRigidActor * Physics::PhysxState::CreateActor | ( | ActorType | type, |
| Math::vec3 const & | location, | ||
| Math::quat const & | orientation ) |
create new empty actor
| void Physics::PhysxState::DiscardActor | ( | ActorId | id | ) |
deregister an actor
| void Physics::PhysxState::DisconnectPVD | ( | ) |
disconnect from pvd again
| void Physics::PhysxState::EndSimulating | ( | IndexT | scene | ) |
explicit call to fetch the results of the simulation
| void Physics::PhysxState::FlushSimulation | ( | IndexT | scene | ) |
will block until a potential simulation step is done
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inline |
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inline |
these are implementations of PxSimulationEventCallback
| void Physics::PhysxState::onContact | ( | const physx::PxContactPairHeader & | pairHeader, |
| const physx::PxContactPair * | pairs, | ||
| physx::PxU32 | nbPairs ) |
| void Physics::PhysxState::onSleep | ( | physx::PxActor ** | actors, |
| physx::PxU32 | count ) |
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inline |
| void Physics::PhysxState::onWake | ( | physx::PxActor ** | actors, |
| physx::PxU32 | count ) |
| void Physics::PhysxState::Setup | ( | ) |
Setup Px subsystems.
| void Physics::PhysxState::Shutdown | ( | ) |
| void Physics::PhysxState::Update | ( | Timing::Time | delta | ) |
convenience function to do a sync full simulation step. Do not mix Update and Begin/EndFrame!
| Util::StackArray<IndexT, 8> Physics::PhysxState::activeSceneIds |
| Util::StackArray<Physics::Scene, 8> Physics::PhysxState::activeScenes |
| Physics::Allocator Physics::PhysxState::allocator |
| Util::StackArray<IndexT, 8> Physics::PhysxState::deadSceneIds |
| Physics::ErrorCallback Physics::PhysxState::errorCallback |
| Physics::Material Physics::PhysxState::FallbackMaterial |
| physx::PxFoundation* Physics::PhysxState::foundation |
| Util::Dictionary<Util::StringAtom, IndexT> Physics::PhysxState::materialNameTable |
| Util::StackArray<Physics::Material, 16> Physics::PhysxState::materials |
| Util::Delegate<void(ActorId*, SizeT)> Physics::PhysxState::onSleepCallback |
| Util::Delegate<void(ActorId*, SizeT)> Physics::PhysxState::onWakeCallback |
| physx::PxOverlapHit Physics::PhysxState::overlapBuffer[MAX_SHAPE_OVERLAPS] |
| physx::PxPhysics* Physics::PhysxState::physics |
| physx::PxPvd* Physics::PhysxState::pvd |
| physx::PxPvdTransport* Physics::PhysxState::transport |