Falcon
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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) |
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strong |
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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 |