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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. |
Objects and functions related to Torque 3D's physics layer.
enum PhysicsSimType |
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.
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.
bool 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.