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Physics
[Game]

Objects and functions related to Torque 3D's physics layer. More...

Classes

class  PhysicsDebris
 Represents one or more rigid bodies defined in a single mesh file with a limited lifetime. More...
class  PhysicsDebrisData
 Defines the properties of a type of PhysicsDebrisData. More...
class  PhysicsForce
 Helper object for gameplay physical forces. WIP. More...
class  PhysicsShape
 Represents a destructible physical object simulated through the plugin system. More...
class  PhysicsShapeData
 Defines the properties of a type of PhysicsShape. More...
class  PxCloth
 Rectangular patch of cloth simulated by PhysX. More...
class  PxMaterial
 Defines a PhysX material assignable to PxMultiActorData. More...
class  PxMultiActor
 Represents a destructible physical object simulated using PhysX. More...
class  PxMultiActorData
 Defines the properties of a type of PxMultiActor. More...
class  RadialImpulseEvent
 Creates a physics based impulse effect from a defined central point and magnitude. More...

Enumerations

enum  PhysicsSimType {
  ClientOnly,
  ServerOnly,
  ClientServer
}
 

How to handle the physics simulation with the client's and server.

More...

Functions

void PhysicsForce::attach (Point3F start, Point3F direction, float maxDist)
 Performs a physics ray cast and attracts the hit dynamic physics body to the force position.
void PhysicsForce::detach (Point3F force=Point3F::Zero)
 Releases the attached physics body with an optional push force.
bool PhysicsForce::isAttached ()
 Returns true if there is a physics body attached.

Variables

bool $Physics::isSinglePlayer
 Used to inform the physics simulation that there is only one player.
float $pref::PhysicsDebris::lifetimeScale
 Used to scale the lifetime of physics debris. Set it to 0 to disable physics debris completely.
static bool PhysicsShape::noCorrections
 If set true, client-side shapes will recieve no corrections from the server and will instead by allowed to diverge.
static bool PhysicsShape::noSmoothing
 If set true, client-side shapes will render immediately at the position they are corrected to when a correction is recieved from the server.
bool physicsPluginPresent
 physicsPluginPresent()
int $pref::Physics::threadCount
 Number of threads to use in a single pass of the physics engine.

Detailed Description

Objects and functions related to Torque 3D's physics layer.


Enumeration Type Documentation

How to handle the physics simulation with the client's and server.

Enumerator:
ClientOnly 

Only handle physics on the client.

ServerOnly 

Only handle physics on the server.

ClientServer 

Handle physics on both the client and server.


Function Documentation

void PhysicsForce::attach ( Point3F  start,
Point3F  direction,
float  maxDist 
) [inherited]

Performs a physics ray cast and attracts the hit dynamic physics body to the force position.

void PhysicsForce::detach ( Point3F  force = Point3F::Zero  )  [inherited]

Releases the attached physics body with an optional push force.

bool PhysicsForce::isAttached (  )  [inherited]

Returns true if there is a physics body attached.


Variable Documentation

bool $Physics::isSinglePlayer

Used to inform the physics simulation that there is only one player.

float $pref::PhysicsDebris::lifetimeScale

Used to scale the lifetime of physics debris. Set it to 0 to disable physics debris completely.

bool PhysicsShape::noCorrections [static, inherited]

If set true, client-side shapes will recieve no corrections from the server and will instead by allowed to diverge.

bool PhysicsShape::noSmoothing [static, inherited]

If set true, client-side shapes will render immediately at the position they are corrected to when a correction is recieved from the server.

physicsPluginPresent()

Returns true if a physics plugin exists and is initialized.

int $pref::Physics::threadCount

Number of threads to use in a single pass of the physics engine.



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