PhysicsCollision
Engine/source/T3D/physics/physicsCollision.h
The shared collision representation for a instance of a static or dynamic physics body.
Public Functions
addCapsule(F32 radius, F32 height, const MatrixF & localXfm)
Add a Y axis capsule to the collision shape.
bool
bool
Detailed Description
The shared collision representation for a instance of a static or dynamic physics body.
Note that making very big convex primitives can cause bad queries and collisions in some physics providers.
Public Functions
addBox(const Point3F & halfWidth, const MatrixF & localXfm)
Add a box to the collision shape.
Reimplemented by: BtCollision, Px3Collision
addCapsule(F32 radius, F32 height, const MatrixF & localXfm)
Add a Y axis capsule to the collision shape.
Reimplemented by: BtCollision, Px3Collision
addConvex(const Point3F * points, U32 count, const MatrixF & localXfm)
Add a point cloud convex hull to the collision shape.
Reimplemented by: BtCollision, Px3Collision
addHeightfield(const U16 * heights, const bool * holes, U32 blockSize, F32 metersPerSample, const MatrixF & localXfm)
Add a heightfield to the collision shape.
Reimplemented by: BtCollision, Px3Collision
addPlane(const PlaneF & plane)
Add an infinite plane to the collision shape.
This shape is assumed to be static in some physics providers and will at times be faked with a large box.
Reimplemented by: BtCollision, Px3Collision
addSphere(F32 radius, const MatrixF & localXfm)
Add a sphere to the collision shape.
Reimplemented by: BtCollision, Px3Collision
addTriangleMesh(const Point3F * vert, U32 vertCount, const U32 * index, U32 triCount, const MatrixF & localXfm)
Add a triangle mesh to the collision shape.
Reimplemented by: BtCollision, Px3Collision