#include <spPhysXSimulator.hpp>
List of all members.
Public Member Functions |
| PhysXSimulator () |
virtual | ~PhysXSimulator () |
virtual io::stringc | getVersion () const |
| Returns the version of the physics system.
|
virtual void | updateSimulation (const f32 StepTime=1.0f/60.0f) |
virtual PhysicsMaterial * | createMaterial (f32 StaticFriction=0.5f, f32 DynamicFriction=0.5f, f32 Restitution=0.3f) |
virtual StaticPhysicsObject * | createStaticObject (PhysicsMaterial *Material, scene::Mesh *MeshGeom) |
virtual RigidBody * | createRigidBody (PhysicsMaterial *Material, const ERigidBodies Type, scene::SceneNode *RootNode, const SRigidBodyConstruction &Construct=SRigidBodyConstruction()) |
virtual RigidBody * | createRigidBody (PhysicsMaterial *Material, scene::Mesh *Mesh) |
virtual PhysicsJoint * | createJoint (const EPhysicsJoints Type, PhysicsBaseObject *Object, const SPhysicsJointConstruct &Construct) |
| Creates a new physics joint (also called "constraint").
|
virtual PhysicsJoint * | createJoint (const EPhysicsJoints Type, PhysicsBaseObject *ObjectA, PhysicsBaseObject *ObjectB, const SPhysicsJointConstruct &Construct) |
Protected Member Functions |
PxScene * | createScene () |
template<typename T > |
void | releaseObject (T *&Object) |
PxVec3 | convert (const dim::vector3df &Vec) const |
Static Protected Member Functions |
static scene::Transformation | convert (const PxTransform &Transform) |
Protected Attributes |
PxPhysics * | PxDevice_ |
PxFoundation * | PxFoundation_ |
PxProfileZoneManager * | PxProfile_ |
PxCooking * | PxCooking_ |
PxScene * | PxScene_ |
Constructor & Destructor Documentation
sp::physics::PhysXSimulator::PhysXSimulator |
( |
|
) |
|
virtual sp::physics::PhysXSimulator::~PhysXSimulator |
( |
|
) |
[virtual] |
Member Function Documentation
PxVec3 sp::physics::PhysXSimulator::convert |
( |
const dim::vector3df & |
Vec |
) |
const [inline, protected] |
static scene::Transformation sp::physics::PhysXSimulator::convert |
( |
const PxTransform & |
Transform |
) |
[static, protected] |
Adds a new joint connected child body to this rigid body.
- Parameters:
-
| Child,: | Specifies the child rigid body which is to be added with a joint. If this parameter is 0 this rigid body is the child and will be appended to the physics world. |
| Type,: | Specifies the type of the joint. E.g. when you want to have a physics door use the JOINT_HINGE type. |
| PivotPoint,: | Specifies the global point where the joint is to be set. |
- Returns:
- Pointer to the new BodyJoint object.
Implements sp::physics::PhysicsSimulator.
virtual PhysicsMaterial* sp::physics::PhysXSimulator::createMaterial |
( |
f32 |
StaticFriction = 0.5f , |
|
|
f32 |
DynamicFriction = 0.5f , |
|
|
f32 |
Restitution = 0.3f | |
|
) |
| | [virtual] |
Creates a new physics rigid body. This is an interactive physics object.
- Parameters:
-
| Material,: | Specifies the physics material which is to be used for the rigid body. |
| RootNode,: | Specifies the root scene node which is to be manipulated in its location and orientation. |
| Type,: | Specifies the type of the body. |
| Construct,: | Specifies the construction of the body. E.g. size, radius and/or height. |
Implements sp::physics::PhysicsSimulator.
Creates a new mesh physics rigid body. If you only want to use the mesh as the physics geometry you can change the root node by calling RigidBody::setRootNode".
- Parameters:
-
| Material,: | Specifies the physics material which is to be used for the rigid body. |
| MeshGeom,: | Specifies the root mesh node. |
- Note:
- Don't use to large mesh geometries for rigid bodies. This kind of physics simulation is very time consuming!
Implements sp::physics::PhysicsSimulator.
PxScene* sp::physics::PhysXSimulator::createScene |
( |
|
) |
[protected] |
Creates a new physics static body. This is a none interactive environment object. Those objects represents the physics world.
Implements sp::physics::PhysicsSimulator.
virtual io::stringc sp::physics::PhysXSimulator::getVersion |
( |
|
) |
const [virtual] |
template<typename T >
void sp::physics::PhysXSimulator::releaseObject |
( |
T *& |
Object |
) |
[inline, protected] |
virtual void sp::physics::PhysXSimulator::updateSimulation |
( |
const f32 |
StepTime = 1.0f/60.0f |
) |
[virtual] |
Updates the whole simulation. Call this in each frame of your game loop.
- Parameters:
-
| StepTime,: | Specifies the speed of simulation for the current frame. |
Implements sp::physics::PhysicsSimulator.
Member Data Documentation
The documentation for this class was generated from the following file:
- D:/SoftwareEntwicklung/C++/HLC/Tools/SoftPixelEngine/repository/sources/Framework/Physics/PhysX/spPhysXSimulator.hpp