|
Falcon
|
Namespaces | |
| vehicle | |
Classes | |
| class | FLPxAllocator |
| class | FLPxErrorCallback |
| class | FLVehicleDrive4WRawInputData |
| class | RayCastManager |
Functions | |
| physx::PxPhysics * | GetPhysics () |
| physx::PxScene * | GetPhysicsScene () |
| physx::PxCooking * | GetCooking () |
| physx::PxDefaultAllocator | GetAllocator () |
| physx::PxMaterial * | GetDefaultMaterial () |
| bool | InitPhysX () |
| void | StepPhysics (float &dt, boost::container::vector< Entity *, fmemory::STLAllocator< Entity * >> *entity, const size_t &count) |
| void | CreatePhysicsScene () |
| bool | ShutdownPhysX () |
| physx::PxRigidStatic * | CreatePlane () |
| physx::PxRigidStatic * | CreateStaticRigidActor (const Transform *transform, physx::PxShape *collider) |
| physx::PxRigidDynamic * | CreateDynamicRigidActor (const Transform *transform, physx::PxShape *collider) |
| physx::PxRigidDynamic * | CreateDynamicRigidActor () |
| physx::PxShape * | GetBoxCollider (const float &halfX, const float &halfY, const float &halfZ) |
| physx::PxShape * | GetSphereCollider (const float &radius) |
| physx::PxShape * | GetCapsuleCollider (const float &radius, const float &halfHeight) |
| physx::PxConvexMesh * | GetConvexMesh (const glm::vec3 *vertexData, const int &stride, const int &vertCount, bool directInsert) |
| physx::PxShape * | GetMeshCollider (const glm::vec3 *vertexData, const int &stride, const int &vertCount, bool directInsert) |
| physx::PxShape * | GetExclusiveShape (physx::PxRigidActor *actor, const Transform *transform, const glm::vec3 *vertexData, const int &count, const int &stride) |
| void | CreateCar (physx::PxRigidDynamic *vehActor, Transform &startTransform) |
| void | ReleaseCollider (physx::PxRigidActor *ref) |
| template<typename T > | |
| void | ReleaseResource (T ref) |
|
strong |
|
strong |
| void physics::CreateCar | ( | physx::PxRigidDynamic * | vehActor, |
| Transform & | startTransform | ||
| ) |
Creates a vehicle using vehicle api. Which will be used for simulations later on.
| RigidDynamic* | to the vehicle actor. |
| starting | transform for the vehicle. |
| physx::PxRigidDynamic * physics::CreateDynamicRigidActor | ( | ) |
Creates an empty rigid dynamic body which can be used to define multiple colliders.
| physx::PxRigidDynamic * physics::CreateDynamicRigidActor | ( | const Transform * | transform, |
| physx::PxShape * | collider | ||
| ) |
Creates Dynamic Rigid body.
| Transform | of the entity. |
| Collider | for the body. |
| void physics::CreatePhysicsScene | ( | ) |
Creates the physX scene.
| physx::PxRigidStatic * physics::CreatePlane | ( | ) |
Creats plane at origin with normal pointing to Y+ve. Soon will be updated to take in position.
| physx::PxRigidStatic * physics::CreateStaticRigidActor | ( | const Transform * | transform, |
| physx::PxShape * | collider | ||
| ) |
Creates Static Rigid body.
| Transform | of the entity. |
| Collider | for the body. |
| physx::PxDefaultAllocator physics::GetAllocator | ( | ) |
| physx::PxShape * physics::GetBoxCollider | ( | const float & | halfX, |
| const float & | halfY, | ||
| const float & | halfZ | ||
| ) |
Creates box collider.
| float | indicating halfX |
| float | indicating halfY |
| float | indicating halfZ |
| physx::PxShape * physics::GetCapsuleCollider | ( | const float & | radius, |
| const float & | halfHeight | ||
| ) |
Creates capsule collider
| radius | of the top and bottom sphere |
| halfHeight | of the capsule. |
| physx::PxConvexMesh * physics::GetConvexMesh | ( | const glm::vec3 * | vertexData, |
| const int & | stride, | ||
| const int & | vertCount, | ||
| bool | directInsert | ||
| ) |
Createsconvext mesh for the collider
| vertexData | vertices of the mesh |
| stride | the length for each vertex |
| directInsertion | defines if mesh data should be streamed or not. Default value False. |
| physx::PxCooking * physics::GetCooking | ( | ) |
| physx::PxMaterial * physics::GetDefaultMaterial | ( | ) |
| physx::PxShape * physics::GetExclusiveShape | ( | physx::PxRigidActor * | actor, |
| const Transform * | transform, | ||
| const glm::vec3 * | vertexData, | ||
| const int & | count, | ||
| const int & | stride | ||
| ) |
Creates an exclusive shape for the collider. Can be used to create a rigidbody with multiple colliders.
| pointer | to rigidactor |
| pointer | to the transform of entity |
| vertexData | vertices of the mesh |
| stride | the length for each vertex |
| count | of the vertecies |
| physx::PxShape * physics::GetMeshCollider | ( | const glm::vec3 * | vertexData, |
| const int & | stride, | ||
| const int & | vertCount, | ||
| bool | directInsert | ||
| ) |
Creates Mesh collider
| vertexData | vertices of the mesh |
| stride | the length for each vertex |
| count | of the vertecies |
| directInsertion | defines if mesh data should be streamed or not. Default value False. |
| physx::PxPhysics * physics::GetPhysics | ( | ) |
| physx::PxScene * physics::GetPhysicsScene | ( | ) |
| physx::PxShape * physics::GetSphereCollider | ( | const float & | radius | ) |
Creates sphere collider
| radius | of the sphere |
| bool physics::InitPhysX | ( | ) |
| void physics::ReleaseCollider | ( | physx::PxRigidActor * | ref | ) |
| void physics::ReleaseResource | ( | T | ref | ) |
| bool physics::ShutdownPhysX | ( | ) |
Shuts down the physX.
| void physics::StepPhysics | ( | float & | dt, |
| boost::container::vector< Entity *, fmemory::STLAllocator< Entity * >> * | entity, | ||
| const size_t & | count | ||
| ) |
Executes the physics simulation for dt.
| dt | timedelta |
| vector | of entities with physics component on them |
| count | of entities |
1.8.17