Torque3D Documentation / _generateds / VActorPhysicsController

VActorPhysicsController

Engine/source/Verve/VActor/VActorPhysicsController.h

More...

Public Functions

applyGravity(const F32 & pElapsedTime)
clearControlState(const U32 & pControlState)
clearMoveState(const U32 & pMoveState)
bool
findCollision(Collision *& pCollision)
bool
findGroundContact(SceneObject *& pContactObject, Point3F & pContactPoint, VectorF & pContactNormal)
bool
const bool
isMoving(const U32 & pMoveState)
packUpdate(NetConnection * pConnection, U32 pMask, BitStream * pStream)
setControlState(const U32 & pControlState)
setGravity(VectorF & pGravity)
setMoveState(const U32 & pMoveState)
unpackUpdate(NetConnection * pConnection, BitStream * pStream)
update(const F32 & pDelta, const Move * pMove)

Detailed Description

Protected Attributes

U32 mControlState 
OrthoBoxConvex mConvex 
VectorF mGravity 
VectorF mGroundNormal 
SimObjectPtr< SceneObject > mGroundObject 
VInterpController mInterpController 
SimObjectPtr< VPath > mMountedPath 
U32 mMoveState 
SimObjectPtr< VActor > mObject 
bool mOnGround 
U32 mPhysicsState 
VActorStateTable mPhysicsStateTable 
VectorF mVelocity 

Public Functions

VActorPhysicsController(void )

~VActorPhysicsController(void )

applyGravity(const F32 & pElapsedTime)

clearControlState(const U32 & pControlState)

clearGroundStatus(void )

clearMoveState(const U32 & pMoveState)

clearObject(void )

findCollision(Collision *& pCollision)

findGroundContact(SceneObject *& pContactObject, Point3F & pContactPoint, VectorF & pContactNormal)

getControlState(void )

getGravity(void )

getGroundNormal(void )

getGroundObject(void )

getMoveState(void )

getObject(void )

getObjectDataBlock(void )

getPathObject(void )

getPhysicsState(void )

getPosition(void )

getTransform(void )

getVelocity(void )

getWaterObject(void )

initPhysicsController(VActor * pObject)

initPhysicsTable(void )

integrateTickUpdate(const F32 & pDelta, const Move * pMove)

interpolateTick(const F32 & pDelta)

isInAir(void )

isInWater(void )

isMoving(const U32 & pMoveState)

isMoving(void )

isOnGround(void )

isPathing(void )

isValidObject(void )

onActorEvent(const VActor::eEventType & pEvent)

packUpdate(NetConnection * pConnection, U32 pMask, BitStream * pStream)

postTickUpdate(const F32 & pDelta)

preTickUpdate(const F32 & pDelta)

processCollisions(void )

setControlState(const U32 & pControlState)

setGravity(VectorF & pGravity)

setMoveState(const U32 & pMoveState)

setPhysicsState(const U32 & pState)

setPosition(const Point3F & pPosition)

setTransform(const MatrixF & pTransform)

setVelocity(const VectorF & pVelocity)

solveCollision(Collision * pCollision)

unpackUpdate(NetConnection * pConnection, BitStream * pStream)

update(const F32 & pDelta, const Move * pMove)

updateGroundStatus(void )

updateMoveState(void )

updateWorkingCollisionSet(void )