Public Member Functions |
| void | add_force (const LVector3f force, PhysxForceMode mode=FM_force, bool wakeup=true) |
| | Applies a force (or impulse) defined in the global coordinate frame to the actor.
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| void | add_force_at_local_pos (const LVector3f force, const LPoint3f &pos, PhysxForceMode mode=FM_force, bool wakeup=true) |
| | Applies a force (or impulse) defined in the global coordinate frame, acting at a particular point in local coordinates, to the actor.
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| void | add_force_at_pos (const LVector3f force, const LPoint3f &pos, PhysxForceMode mode=FM_force, bool wakeup=true) |
| | Applies a force (or impulse) defined in the global coordinate frame, acting at a particular point in global coordinates, to the actor.
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| void | add_local_force (const LVector3f force, PhysxForceMode mode=FM_force, bool wakeup=true) |
| | Applies a force (or impulse) defined in the actor local coordinate frame to the actor.
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| void | add_local_force_at_local_pos (const LVector3f force, const LPoint3f &pos, PhysxForceMode mode=FM_force, bool wakeup=true) |
| | Applies a force (or impulse) defined in the actor local coordinate frame, acting at a particular point in local coordinates, to the actor.
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| void | add_local_force_at_pos (const LVector3f force, const LPoint3f &pos, PhysxForceMode mode=FM_force, bool wakeup=true) |
| | Applies a force (or impulse) defined in the actor local coordinate frame, acting at a particular point in global coordinates, to the actor.
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| void | add_local_torque (const LVector3f torque, PhysxForceMode mode=FM_force, bool wakeup=true) |
| | Applies an impulsive torque defined in the actor local coordinate frame to the actor.
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| void | add_torque (const LVector3f torque, PhysxForceMode mode=FM_force, bool wakeup=true) |
| | Applies an impulsive torque defined in the global coordinate frame to the actor.
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| void | attach_node_path (const NodePath &np) |
| | Attaches a node path to this actor.
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| float | compute_kinetic_energy () const |
| | Computes the total kinetic (rotational and translational) energy of the object.
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| PhysxShape * | create_shape (PhysxShapeDesc &desc) |
| | Creates a new shape and adds it to the list of shapes of this actor.
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| void | detach_node_path () |
| | Detaches a previously assigned NodePath from this actor.
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virtual TypeHandle | force_init_type () |
| bool | get_actor_flag (PhysxActorFlag flag) const |
| | Return the specified ActorFlag flag.
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| float | get_angular_damping () const |
| | Returns the angular damping coefficient.
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| LVector3f | get_angular_momentum () const |
| | Retrieves the angular momentum of an actor.
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| LVector3f | get_angular_velocity () const |
| | Returns the angular velocity of the actor.
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| bool | get_body_flag (PhysxBodyFlag flag) const |
| | Return the specified BodyFlag flag.
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| LMatrix4f | get_c_mass_global_mat () const |
| | Returns the center of mass transform in world space.
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| LMatrix3f | get_c_mass_global_orientation () const |
| | Returns the center of mass orientation in world space.
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| LPoint3f | get_c_mass_global_pos () const |
| | Returns the center of mass position in world space.
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| LMatrix4f | get_c_mass_local_mat () const |
| | Returns the center of mass transform relative to the actor.
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| LMatrix3f | get_c_mass_local_orientation () const |
| | Returns the center of mass orientation relative to the actor.
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| LPoint3f | get_c_mass_local_pos () const |
| | Returns the center of mass position relative to the actor.
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| unsigned int | get_dominance_group () const |
| | Retrieves the dominance group of this actor.
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| LMatrix3f | get_global_inertia_tensor () const |
| | Returns the inertia tensor of the actor relative to the world coordinate frame.
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| LMatrix3f | get_global_inertia_tensor_inverse () const |
| | Returns the inverse of the inertia tensor of the actor relative to the world coordinate frame.
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| LMatrix4f | get_global_mat () const |
| | Retrieves the actors world space transform.
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| LPoint3f | get_global_pos () const |
| | Retrieves the actors world space position.
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| LQuaternionf | get_global_quat () const |
| | Retrieves the actors world space orientation.
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| unsigned int | get_group () const |
| | Retrieves the actor group this actor is assigned to.
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| float | get_linear_damping () const |
| | Retrieves the linear damping coefficient.
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| LVector3f | get_linear_momentum () const |
| | Retrieves the linear momentum of an actor.
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| LVector3f | get_linear_velocity () const |
| | Returns the linear velocity of an actor.
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| LVector3f | get_local_point_velocity (const LPoint3f &point) const |
| | Computes the velocity of a point given in body local coordinates as if it were attached to the actor and moving with it.
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| float | get_mass () const |
| | Returns the mass of the actor.
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| LVector3f | get_mass_space_inertia_tensor () const |
| | Returns the diagonal inertia tensor of the actor relative to the mass coordinate frame.
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| float | get_max_angular_velocity () const |
| | Returns the maximum angular velocity permitted for this actor.
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| const char * | get_name () const |
| | Retrieves the name string.
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| NodePath | get_node_path () const |
| | Retrieves a previously attached NodePath.
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| unsigned int | get_num_shapes () const |
| | Returns the number of shapes assigned to the actor.
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| LVector3f | get_point_velocity (const LPoint3f &point) const |
| | Computes the velocity of a point given in world coordinates if it were attached to the actor and moving with it.
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| PhysxScene * | get_scene () const |
| | Retrieves the scene which this actor belongs to.
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| PhysxShape * | get_shape (unsigned int idx) const |
| | Retrieves an individual shape from the actor's array of shapes.
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| PhysxShape * | get_shape_by_name (const char *name) const |
| | Retrieves an individual shape from the actor's array of shapes.
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| float | get_sleep_angular_velocity () const |
| | Returns the angular velocity below which an actor may go to sleep.
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| float | get_sleep_energy_threshold () const |
| | Returns the energy below which an actor may go to sleep.
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| float | get_sleep_linear_velocity () const |
| | Returns the linear velocity below which an actor may go to sleep.
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virtual TypeHandle | get_type () const |
| bool | is_dynamic () const |
| | Returns true if the actor is dynamic.
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| bool | is_sleeping () const |
| | Returns true if this body is sleeping.
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void | link (NxActor *ptr) |
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void | link_controller (PhysxController *controller) |
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void | ls () const |
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void | ls (ostream &out, int indent_level=0) const |
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| MAKE_SEQ (get_shapes, get_num_shapes, get_shape) |
| void | move_global_hpr (float h, float p, float r) |
| | The move_global_* calls serve to move kinematically controlled dynamic actors through the game world.
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| void | move_global_mat (const LMatrix4f &mat) |
| | The move_global_* calls serve to move kinematically controlled dynamic actors through the game world.
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| void | move_global_pos (const LPoint3f &pos) |
| | The move_global_* calls serve to move kinematically controlled dynamic actors through the game world.
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NxActor * | ptr () const |
| void | put_to_sleep () |
| | Forces the actor to sleep.
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void | release () |
| bool | save_body_to_desc (PhysxBodyDesc &bodyDesc) const |
| | Saves the body information of a dynamic actor to the passed body descriptor.
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| void | save_to_desc (PhysxActorDesc &actorDesc) const |
| | Saves the state of the actor to the passed descriptor.
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| void | set_actor_flag (PhysxActorFlag flag, bool value) |
| | Raise or lower individual ActorFlag flags.
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| void | set_angular_damping (float angDamp) |
| | Sets the angular damping coefficient.
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| void | set_angular_momentum (const LVector3f &momentum) |
| | Sets the angular momentum of the actor.
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| void | set_angular_velocity (const LVector3f &angVel) |
| | Sets the angular velocity of the actor.
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| void | set_body_flag (PhysxBodyFlag flag, bool value) |
| | Raise or lower individual BodyFlag flags.
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| void | set_c_mass_global_mat (const LMatrix4f &mat) |
| | Moves the actor by setting the transform of the center of mass.
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| void | set_c_mass_global_orientation (const LMatrix3f &mat) |
| | Moves the actor by setting the orientation of the center of mass.
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| void | set_c_mass_global_pos (const LPoint3f &pos) |
| | Moves the actor by setting the position of the center of mass.
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| void | set_c_mass_offset_global_mat (const LMatrix4f &mat) |
| | Sets the matrix of the center of mass relative to world space.
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| void | set_c_mass_offset_global_orientation (const LMatrix3f &mat) |
| | Sets the orientation of the center of mass relative to world space.
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| void | set_c_mass_offset_global_pos (const LPoint3f &pos) |
| | Sets the position of the center of mass relative to world space.
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| void | set_c_mass_offset_local_mat (const LMatrix4f &mat) |
| | Sets the matrix of the center of mass relative to the actor.
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| void | set_c_mass_offset_local_orientation (const LMatrix3f &mat) |
| | Sets the orientation of the center of mass relative to the actor.
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| void | set_c_mass_offset_local_pos (const LPoint3f &pos) |
| | Sets the position of the center of mass relative to the actor.
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| void | set_contact_report_flag (PhysxContactPairFlag flag, bool value) |
| | Sets the actor's contact report flags.
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| void | set_contact_report_threshold (float threshold) |
| | Sets the force threshold for contact reports.
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| void | set_dominance_group (unsigned int group) |
| | Assigns dynamic actors a dominance group identifier.
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| void | set_global_hpr (float h, float p, float r) |
| | Method for setting a dynamic actor's orientation in the world.
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| void | set_global_mat (const LMatrix4f &mat) |
| | Method for setting a dynamic actor's transform matrix in the world.
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| void | set_global_pos (const LPoint3f &pos) |
| | Method for setting a dynamic actor's position in the world.
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| void | set_group (unsigned int group) |
| | Assigns the actor to a user defined group of actors.
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| void | set_linear_damping (float linDamp) |
| | Sets the linear damping coefficient.
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| void | set_linear_momentum (const LVector3f &momentum) |
| | Sets the linear momentum of the actor.
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| void | set_linear_velocity (const LVector3f &linVel) |
| | Sets the linear velocity of the actor.
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| void | set_mass (float mass) |
| | Sets the mass of a dynamic actor.
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| void | set_mass_space_inertia_tensor (const LVector3f &m) |
| | Sets the inertia tensor, using a parameter specified in mass space coordinates.
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| void | set_max_angular_velocity (float maxAngVel) |
| | Lets you set the maximum angular velocity permitted for this actor.
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| void | set_name (const char *name) |
| | Sets a name string for the object that can be retrieved with get_name().
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| void | set_shape_group (unsigned int group) |
| | Sets the collision group for all shapes of this actor.
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| void | set_sleep_angular_velocity (float threshold) |
| | Sets the angular velocity below which an actor may go to sleep.
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| void | set_sleep_energy_threshold (float threshold) |
| | Sets the energy threshold below which an actor may go to sleep.
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| void | set_sleep_linear_velocity (float threshold) |
| | Sets the linear velocity below which an actor may go to sleep.
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void | unlink () |
| bool | update_mass_from_shapes (float density, float totalMass) |
| | Recomputes a dynamic actor's mass properties from its shapes.
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| void | update_transform (const LMatrix4f m) |
| | Updates the transform of an assigned NodePath.
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| void | wake_up (float wakeCounterValue=NX_SLEEP_INTERVAL) |
| | Wakes up the actor if it is sleeping.
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Static Public Member Functions |
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static TypeHandle | get_class_type () |
| static void | init_type () |
| | This function is declared non-inline to work around a compiler bug in g++ 2.96.
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Public Attributes |
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PhysxObjectCollection< PhysxShape > | _shapes |
Actors are the main simulation objects.
Actors are owned by a scene (PhysxScene).
An actor may optionally encapsulate a dynamic rigid body by setting the body member of the actor's descriptor when it is created. Otherwise the actor will be static (fixed in the world).
Instances of PhysxActor are created by calling PhysxScene::create_actor() and destroyed by calling PhysxActor::release().
Definition at line 48 of file physxActor.h.