PxCloth
Engine/source/T3D/physics/physx/pxCloth.h
Private Types
MaskBits { TransformMask = Parent::NextFreeMask << 0 ClothMask = Parent::NextFreeMask << 1 MaterialMask = Parent::NextFreeMask << 3 NextFreeMask = Parent::NextFreeMask << 4 }
Parent
Protected Attributes
bool
NxCloth *
The cloth actor used.
NxClothMesh *
Cooked cloth collision mesh.
bool
U16 *
The output indices from the PhysX simulation.
bool
The number of indices in the cloth which is updated by the PhysX simulation.
The number of verts in the cloth which is updated by the PhysX simulation.
NxMeshData
NxScene *
GFXVertexBufferHandle< GFXVertexPNTT >
GFXVertexPNTT *
The output verts from the PhysX simulation.
Protected Static Attributes
Public Functions
PxCloth()
~PxCloth()
Called after any property of the object is changed in the world editor.
interpolateTick(F32 delta)
Interpolates between tick events.
bool
onAdd()
Called when the object is added to the sim.
bool
onNewDataBlock(GameBaseData * dptr, bool reload)
Called when a new datablock is set.
onPhysicsReset(PhysicsResetEvent reset)
packUpdate(NetConnection * conn, U32 mask, BitStream * stream)
Instructs this object to pack its state for transfer over the network.
prepRenderImage(SceneRenderState * state)
Called when the SceneManager is ready for the registration of render instances.
processTick(const Move * move)
Processes a move event and updates object state once every 32 milliseconds.
setTransform(const MatrixF & mat)
Sets the Object -> World transform.
unpackUpdate(NetConnection * conn, BitStream * stream)
Instructs this object to read state data previously packed with packUpdate.
Public Static Functions
Protected Functions
bool
_recreateCloth(const MatrixF & transform)
Detailed Description
Private Types
MaskBits
Enumerator
- TransformMask = Parent::NextFreeMask << 0
- ClothMask = Parent::NextFreeMask << 1
- MaterialMask = Parent::NextFreeMask << 3
- NextFreeMask = Parent::NextFreeMask << 4
typedef GameBase Parent
Protected Attributes
String lookupName
U32 mAttachmentMask
F32 mAttachmentResponseCoefficient
bool mBendingEnabled
F32 mBendingStiffness
NxCloth * mCloth
The cloth actor used.
NxClothMesh * mClothMesh
Cooked cloth collision mesh.
F32 mCollisionResponseCoefficient
F32 mDampingCoefficient
bool mDampingEnabled
F32 mDensity
F32 mFriction
U16 * mIndexRenderBuffer
The output indices from the PhysX simulation.
bool mIsVBDirty
SimObjectPtr< Material > mMaterial
String mMaterialName
BaseMatInstance * mMatInst
U32 mMaxIndices
U32 mMaxVertices
U32 mMeshDirtyFlags
U32 mNumIndices
The number of indices in the cloth which is updated by the PhysX simulation.
U32 mNumVertices
The number of verts in the cloth which is updated by the PhysX simulation.
Point2F mPatchSize
Point2I mPatchVerts
GFXPrimitiveBufferHandle mPrimBuffer
NxMeshData mReceiveBuffers
MatrixF mResetXfm
NxScene * mScene
bool mSelfCollisionEnabled
F32 mStretchingStiffness
F32 mThickness
bool mTriangleCollisionEnabled
GFXVertexBufferHandle< GFXVertexPNTT > mVB
GFXVertexPNTT * mVertexRenderBuffer
The output verts from the PhysX simulation.
PxWorld * mWorld
Protected Static Attributes
EnumTable mAttachmentFlagTable
Public Functions
PxCloth()
~PxCloth()
DECLARE_CONOBJECT(PxCloth )
inspectPostApply()
Reimplemented from: GameBase
interpolateTick(F32 delta)
Reimplemented from: ProcessObject
onAdd()
Reimplemented from: GameBase
onNewDataBlock(GameBaseData * dptr, bool reload)
Reimplemented from: GameBase
onPhysicsReset(PhysicsResetEvent reset)
onRemove()
Reimplemented from: GameBase
packUpdate(NetConnection * conn, U32 mask, BitStream * stream)
Reimplemented from: GameBase
prepRenderImage(SceneRenderState * state)
Reimplemented from: SceneObject
processTick(const Move * move)
Reimplemented from: GameBase
setScale(const VectorF & scale)
Reimplemented from: SceneObject
setTransform(const MatrixF & mat)
Reimplemented from: SceneObject
unpackUpdate(NetConnection * conn, BitStream * stream)
Reimplemented from: GameBase
Public Static Functions
initPersistFields()
Protected Functions
_createClothPatch()
_initClothMesh()
_initMaterial()
_initReceiveBuffers()
_recreateCloth(const MatrixF & transform)
_releaseCloth()
_releaseMesh()
_setupAttachments()
_updateClothProperties()
_updateStaticCloth()
_updateVBIB()
