PhysicsDebris
Engine/source/T3D/physics/physicsDebris.h
Classes:
Private Types
Parent
Protected Static Attributes
The global object lifetime scalar.
Protected Attributes
Public Static Functions
Public Functions
Protected Functions
_findNodes(U32 objId, Vector< U32 > & nodeIds)
_onPhysicsReset(PhysicsResetEvent reset)
_updateForces(PhysicsBody * body, const Box3F & bounds)
advanceTime(F32 dt)
Advances simulation time for animations.
interpolateTick(F32 delta)
Interpolates between tick events.
bool
onNewDataBlock(GameBaseData * dptr, bool reload)
Called when a new datablock is set.
prepBatchRender(SceneRenderState * state)
prepRenderImage(SceneRenderState * state)
Called when the SceneManager is ready for the registration of render instances.
processTick(const Move * move)
Processes a move event and updates object state once every 32 milliseconds.
Detailed Description
Private Types
typedef GameBase Parent
Protected Types
typedef Vector< Fragment > FragmentVector
Protected Static Attributes
F32 smLifetimeScale
The global object lifetime scalar.
Protected Attributes
PhysicsDebrisData * mDataBlock
FragmentVector mFragments
Point3F mInitialLinVel
F32 mLifetime
TSShapeInstance * mShapeInstance
PhysicsWorld * mWorld
Public Static Functions
create(PhysicsDebrisData * datablock, const MatrixF & transform, const VectorF & linVel)
Helper method which creates debris based on the datablock and initial state.
It can return NULL if the system quality settings are set to disable the debris.
initPersistFields()
Public Functions
PhysicsDebris()
~PhysicsDebris()
applyImpulse(const Point3F & pos, const VectorF & vec)
Reimplemented from: SceneObject
applyRadialImpulse(const Point3F & origin, F32 radius, F32 magnitude)
Reimplemented from: SceneObject
DECLARE_CONOBJECT(PhysicsDebris )
onAdd()
Reimplemented from: GameBase
onRemove()
Reimplemented from: GameBase
Protected Functions
_createFragments()
_deleteFragments()
_findNodes(U32 objId, Vector< U32 > & nodeIds)
_onPhysicsReset(PhysicsResetEvent reset)
_updateForces(PhysicsBody * body, const Box3F & bounds)
advanceTime(F32 dt)
Reimplemented from: ProcessObject
interpolateTick(F32 delta)
Reimplemented from: GameBase
onNewDataBlock(GameBaseData * dptr, bool reload)
Reimplemented from: GameBase
prepBatchRender(SceneRenderState * state)
prepRenderImage(SceneRenderState * state)
Reimplemented from: SceneObject
processTick(const Move * move)
Reimplemented from: GameBase