PhysicsDebris

Engine/source/T3D/physics/physicsDebris.h

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Classes:

Private Types

Parent 

Protected Types

FragmentVector 

Protected Static Attributes

The global object lifetime scalar.

Public Static Functions

create(PhysicsDebrisData * datablock, const MatrixF & transform, const VectorF & linVel)

Helper method which creates debris based on the datablock and initial state.

Public Functions

Applies an impulse force to this object.

applyRadialImpulse(const Point3F & origin, F32 radius, F32 magnitude)

Applies a radial impulse to the object using the impulse origin and force.

bool

Called when the object is added to the sim.

Called when the object is removed from the sim.

Protected Functions

_findNodes(U32 objId, Vector< U32 > & nodeIds)

Advances simulation time for animations.

Interpolates between tick events.

bool
onNewDataBlock(GameBaseData * dptr, bool reload)

Called when a new datablock is set.

Called when the SceneManager is ready for the registration of render instances.

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