Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Physics/PhysScene_PhysX.h |
Include |
#include "Physics/PhysScene_PhysX.h" |
class FPhysScene_PhysX
Container object for a physics engine 'scene'.
Name | Description | ||
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OnPhysScenePostTick |
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OnPhysScenePreTick |
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OnPhysSceneStep |
Name | Description | |
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FPhysScene_PhysX ( |
Exposes creation of physics-engine scene outside Engine (for use with Physics Asset Editor for example). |
Name | Description | |
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~FPhysScene_PhysX() |
Exposes destruction of physics-engine scene outside Engine. |
Name | Description | ||
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AddActorsToScene_AssumesLocked ( |
Actor creation/registration void ReleaseActor(FPhysicsActorReference& InActor); |
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AddAggregateToScene ( |
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AddCustomPhysics_AssumesLocked ( |
Add a custom callback for next step that will be called on every substep |
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AddForce_AssumesLocked ( |
Adds a force to a body - We need to go through scene to support substepping |
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AddForceAtPosition_AssumesLocked ( |
Adds a force to a body at a specific position - We need to go through scene to support substepping |
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AddPendingOnConstraintBreak ( |
Pending constraint break events |
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AddPendingSleepingEvent ( |
Pending wake/sleep events |
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AddRadialForceToBody_AssumesLocked ( |
Adds a radial force to a body - We need to go through scene to support substepping |
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AddTorque_AssumesLocked ( |
Adds torque to a body - We need to go through scene to support substepping |
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ApplyWorldOffset ( |
Shifts physics scene origin by specified offset |
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ClearForces_AssumesLocked ( |
Clears currently accumulated forces on a specified body instance |
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ClearPreSimKinematicUpdate ( |
Remove this SkeletalMeshComponent from set needing kinematic update before simulating physics |
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ClearTorques_AssumesLocked ( |
Clears currently accumulated torques on a specified body instance |
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DeferredAddCollisionDisableTable ( |
Adds to queue of skelmesh we want to add to collision disable table |
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DeferredRemoveCollisionDisableTable ( |
Adds to queue of skelmesh we want to remove from collision disable table |
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EndFrame ( |
Ends a frame |
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EnsureCollisionTreeIsBuilt ( |
Ensures that the collision tree is built. |
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const TMap< ... |
GetCollisionDisableTableLookup() |
Gets the collision disable table |
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FGraphEventR... |
GetCompletionEvent() |
Returns the completion event for a frame |
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GetKinematicTarget_AssumesLocked ( |
Gets a Kinematic actor's target position - We need to do this here to support substepping Returns true if kinematic target has been set. |
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GetNumAwakeBodies() |
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UWorld * |
GetOwningWorld() |
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const UWorld... |
GetOwningWorld() |
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GetPendingCollisionNotifies() |
Gets the array of collision notifications, pending execution at the end of the physics engine run. |
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FPhysicsRepl... |
GetPhysicsReplication() |
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physx::PxSce... |
GetPxScene() |
Get the PxScene Utility for looking up the PxScene associated with this FPhysScene. |
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ISQAccelerat... |
GetSQAccelerator() |
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FSQAccelerat... |
GetSQAcceleratorUnion() |
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HandleExecCommands ( |
Handle exec commands related to scene (PXVIS and APEXVIS) |
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KillVisualDebugger() |
Kill the visual debugger |
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ListAwakeRigidBodies ( |
Util to list to log all currently awake rigid bodies |
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MarkForPreSimKinematicUpdate ( |
Add this SkeletalMeshComponent to the list needing kinematic bodies updated before simulating physics |
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RemoveBodyInstanceFromPendingLists_AssumesLocked ( |
Lets the scene update anything related to this BodyInstance as it's now being terminated |
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SerializeForTesting ( |
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SetKinematicTarget_AssumesLocked ( |
Sets a Kinematic actor's target position - We need to do this here to support substepping |
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SetOwningWorld ( |
Owning world is made private so that any code which depends on setting an owning world can update. |
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SetPhysXTreeRebuildRate ( |
The number of frames it takes to rebuild the PhysX scene query AABB tree. |
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SetUpForFrame |
Set the gravity and timing of all physics scenes |
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StartFrame() |
Starts a frame |
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SupportsOriginShifting() |
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WaitPhysScenes() |
Waits for all physics scenes to complete |
Name |
Description |
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FOnPhysScenePostTick |
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FOnPhysScenePreTick |
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FOnPhysSceneStep |
Name |
Description |
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CCDContactModifyCallbackFactory |
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ContactModifyCallbackFactory |
Static factories used to override the simulation contact modify callback from other modules. |
PhysicsReplicationFactory |
Static factory used to override the physics replication manager from other modules. |
SimEventCallbackFactory |
Static factory used to override the simulation event callback from other modules. |
SimScratchBufferBoundary |
Boundary value for PhysX scratch buffers (currently PhysX requires the buffer length be a multiple of 16K) |