PxMultiActorData
Engine/source/T3D/physics/physx/pxMultiActor.h
Public Types
_Anonymous_ { NumMountPoints = 32 MaxCorrectionNodes = 2 }
Private Types
Parent
Public Attributes
When applyImpulse is passed a force of this magnitude or greater any actors hit by the force vector that have broken versions will become 'broken'.
The density of this object (for purposes of buoyancy calculation only).
bool
If this flag is set to true, the physics actors will only be created on the client, and the server object is only responsible for ghosting.
NXU::NxuPhysicsCollection *
Physics collection that holds the actor and all associated shapes and data.
correctionNodeNames [MaxCorrectionNodes]
correctionNodes [MaxCorrectionNodes]
mountNodeNames [NumMountPoints]
mountPointNode [NumMountPoints]
Node index of mountPoint.
bool
If true no network corrections will be done during gameplay.
Filename to load the physics actor from.
bool
Angular and Linear Drag (dampening) is scaled by this when in water.
Public Functions
bool
_loadCollection(const UTF8 * path, bool isBinary)
_onFileChanged(const Torque::Path & path)
allocPrimBuffer(S32 overrideSize)
bool
bool
unpackData(BitStream * stream)
Public Static Functions
Detailed Description
Public Types
@145
Enumerator
- NumMountPoints = 32
- MaxCorrectionNodes = 2
Private Types
typedef GameBaseData Parent
Public Attributes
F32 angularDrag
F32 breakForce
When applyImpulse is passed a force of this magnitude or greater any actors hit by the force vector that have broken versions will become 'broken'.
F32 buoyancyDensity
The density of this object (for purposes of buoyancy calculation only).
bool clientOnly
If this flag is set to true, the physics actors will only be created on the client, and the server object is only responsible for ghosting.
Objects with this flag set will never stop the physics player from moving through them.
NXU::NxuPhysicsCollection * collection
Physics collection that holds the actor and all associated shapes and data.
StringTableEntry correctionNodeNames [MaxCorrectionNodes]
S32 correctionNodes [MaxCorrectionNodes]
F32 linearDrag
PxMaterial * material
StringTableEntry mountNodeNames [NumMountPoints]
S32 mountPointNode [NumMountPoints]
Node index of mountPoint.
Signal< void(void)> mReloadSignal
bool noCorrection
If true no network corrections will be done during gameplay.
StringTableEntry physXStream
Filename to load the physics actor from.
Resource< TSShape > shape
StringTableEntry shapeName
bool singlePlayerOnly
F32 waterDragScale
Angular and Linear Drag (dampening) is scaled by this when in water.
Public Functions
PxMultiActorData()
~PxMultiActorData()
_loadCollection(const UTF8 * path, bool isBinary)
_onFileChanged(const Torque::Path & path)
allocPrimBuffer(S32 overrideSize)
createActors(NxScene * scene, NxCompartment * compartment, const NxMat34 * nxMat, const Point3F & scale, Vector< NxActor * > * outActors, Vector< NxShape * > * outShapes, Vector< NxJoint * > * outJoints, Vector< String > * outActorUserProperties, Vector< String > * outJointUserProperties)
DECLARE_CONOBJECT(PxMultiActorData )
dumpModel()
packData(BitStream * stream)
Reimplemented from: SimDataBlock
preload(bool server, String & errorStr)
Reimplemented from: GameBaseData
reload()
unpackData(BitStream * stream)
Reimplemented from: GameBaseData
