PhysicsWorld
Engine/source/T3D/physics/physicsWorld.h
Public Types
BodyType { BT_Static = BIT( 0 ) BT_Dynamic = BIT( 1 ) BT_Player = BIT( 2 ) BT_All = BT_Static | BT_Dynamic | BT_Player }
Protected Attributes
Protected Static Attributes
bool
Gpu acceleration.
Public Static Attributes
Physics timing.
Public Functions
The constructor.
The destructor.
bool
Tears down the physics world destroying any existing bodies, joints, and controllers.
Returns the active gravity force.
bool
initWorld(bool isServer, ProcessList * processList)
Prepare the physics world for use.
bool
Returns true if the physics world is active and simulating.
onDebugDraw(const SceneRenderState * state)
Overloaded to do debug drawing.
Public Static Functions
bool
Gpu acceleration.
Detailed Description
Public Types
BodyType
Enumerator
- BT_Static = BIT( 0 )
- BT_Dynamic = BIT( 1 )
- BT_Player = BIT( 2 )
- BT_All = BT_Static | BT_Dynamic | BT_Player
Protected Attributes
Point3F mGravity
The current gravity force.
Signal< void()> mStaticChangedSignal
Signal< void()> mUpdateSignal
Protected Static Attributes
bool smGpuEnabled
Gpu acceleration.
Public Static Attributes
U32 smPhysicsMaxSubSteps
F32 smPhysicsStepTime
Physics timing.
Public Functions
PhysicsWorld()
The constructor.
~PhysicsWorld()
The destructor.
castRay(const Point3F & start, const Point3F & end, U32 bodyTypes)
Reimplemented by: BtWorld, Px3World
castRay(const Point3F & startPnt, const Point3F & endPnt, RayInfo * ri, const Point3F & impulse)
An abstract way to raycast into any type of PhysicsWorld, in a way that mirrors a Torque-style raycast.
This method is not fully developed or very sophisticated. For example, there is no system of collision groups or raycast masks, which could be very complex to write in a PhysicsPlugin-Abstract way...
Reimplemented by: BtWorld, Px3World
destroyWorld()
Tears down the physics world destroying any existing bodies, joints, and controllers.
Reimplemented by: BtWorld, Px3World
explosion(const Point3F & pos, F32 radius, F32 forceMagnitude)
Reimplemented by: BtWorld, Px3World
getGravity()
Returns the active gravity force.
getStaticChangedSignal()
getUpdateSignal()
initWorld(bool isServer, ProcessList * processList)
Prepare the physics world for use.
Reimplemented by: BtWorld, Px3World
isEnabled()
Returns true if the physics world is active and simulating.
Reimplemented by: BtWorld, Px3World
onDebugDraw(const SceneRenderState * state)
Overloaded to do debug drawing.
It is assumed the GFX state is setup prior to this call for rendering in world space.
Reimplemented by: BtWorld, Px3World
reset()