Go to the source code of this file.
|
| | DECLARE_DELEGATE_TwoParams (FCalculateCustomPhysics, float, FBodyInstance *) |
| |
| | DECLARE_DELEGATE_TwoParams (FCalculateCustomProjection, const FBodyInstance *, FTransform &) |
| |
| | DECLARE_MULTICAST_DELEGATE_OneParam (FRecalculatedMassProperties, FBodyInstance *) |
| |
| | DECLARE_CYCLE_STAT_EXTERN (TEXT("FetchAndStart Time (all)"), STAT_TotalPhysicsTime, STATGROUP_Physics,) |
| |
| | DECLARE_DWORD_COUNTER_STAT_EXTERN (TEXT("Cloth Actor Count"), STAT_NumCloths, STATGROUP_Physics, ENGINE_API) |
| |
| | DECLARE_DWORD_COUNTER_STAT_EXTERN (TEXT("Simulated Cloth Verts"), STAT_NumClothVerts, STATGROUP_Physics, ENGINE_API) |
| |
| void | ClearForces_AssumesLocked (FBodyInstance *BodyInstance, bool bAllowSubstepping) |
| |
| void | ClearTorques_AssumesLocked (FBodyInstance *BodyInstance, bool bAllowSubstepping) |
| |
| bool | PhysSingleThreadedMode () |
| |
| ENGINE_API bool | InitGamePhys () |
| |
| ENGINE_API void | TermGamePhys () |
| |
| ENGINE_API void | DeferredPhysResourceCleanup () |
| |
| FTransform | FindBodyTransform (AActor *Actor, FName BoneName) |
| |
| FBox | FindBodyBox (AActor *Actor, FName BoneName) |
| |
◆ ClearForces_AssumesLocked()
Clears all linear forces on the body
◆ ClearTorques_AssumesLocked()
Clears all torques on the body
◆ DECLARE_CYCLE_STAT_EXTERN()
◆ DECLARE_DELEGATE_TwoParams() [1/2]
Delegate for applying custom physics forces upon the body. Can be passed to "AddCustomPhysics" so custom forces and torques can be calculated individually for every physics substep. The function provides delta time for a physics step and pointer to body instance upon which forces must be added.
Do not expect this callback to be called from the main game thread! It may get called from a physics simulation thread.
◆ DECLARE_DELEGATE_TwoParams() [2/2]
Delegate for applying custom physics projection upon the body. When this is set for the body instance, it will be called whenever component transformation is requested from the physics engine. If projection is required (for example, visual position of an object must be different to the one in physics engine, e.g. the box should not penetrate the wall visually) the transformation of body must be updated to account for it. Since this could be called many times by GetWorldTransform any expensive computations should be cached if possible.
◆ DECLARE_DWORD_COUNTER_STAT_EXTERN() [1/2]
◆ DECLARE_DWORD_COUNTER_STAT_EXTERN() [2/2]
◆ DECLARE_MULTICAST_DELEGATE_OneParam()
Delegate for when the mass properties of a body instance have been re-calculated. This can be useful for systems that need to set specific physx settings on actors, or systems that rely on the mass information in some way
◆ DeferredPhysResourceCleanup()
Perform any deferred cleanup of resources (GPhysXPendingKillConvex etc)
Perform any cleanup of physics engine resources. This is deferred because when closing down the game, you want to make sure you are not destroying a mesh after the physics SDK has been shut down.
◆ FindBodyBox()
◆ FindBodyTransform()
◆ InitGamePhys()
◆ PhysSingleThreadedMode()
| bool PhysSingleThreadedMode |
( |
| ) |
|
|
inline |
Return true if we should be running in single threaded mode, ala dedicated server
◆ TermGamePhys()
◆ GPhysCommandHandler
Pointer to PhysX Command Handler