Torque3D Documentation / _generateds / PxMultiActorData

PxMultiActorData

Engine/source/T3D/physics/physx/pxMultiActor.h

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Public Types

enum
_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.

correctionNodes [MaxCorrectionNodes]
mountPointNode [NumMountPoints]

Node index of mountPoint.

bool

If true no network corrections will be done during gameplay.

Filename to load the physics actor from.

Angular and Linear Drag (dampening) is scaled by this when in water.

Public Functions

bool
_loadCollection(const UTF8 * path, bool isBinary)
allocPrimBuffer(S32 overrideSize)
bool
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)
bool
preload(bool server, String & errorStr)

Called to prepare the datablock for use, after it has been unpacked.

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

Public Static Functions

initPersistFields()