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static bool | rayCast (PxScene *scene, const Ray &r, const float distance, PxRaycastBuffer &hitCallback) |
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static void | updateActorsTransform (PxScene *scene) |
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static PxRigidDynamic * | createRigidDynamic (shared_ptr< Actor > actor) |
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static PxD6Joint * | createD6Joint (shared_ptr< Actor > actor, PxRigidBody *rigidBody) |
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static PxShape * | createBoxCollider (glm::vec3 halfExtent, glm::vec3 center, shared_ptr< Actor > actor) |
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static PxShape * | createBoxCollider (PxVec3 halfExtent, PxVec3 center, shared_ptr< Actor > actor) |
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static PxShape * | createBoxCollider (shared_ptr< Actor > actor) |
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static PxShape * | createSphereCollider (float radius, glm::vec3 center, shared_ptr< Actor > actor) |
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static PxShape * | createSphereCollider (float radius, PxVec3 center, shared_ptr< Actor > actor) |
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static PxShape * | createSphereCollider (shared_ptr< Actor > actor) |
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static void | setCapsuleOrientation (PxShape *shape, RotateAxis orientation) |
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static PxShape * | createCapsuleCollider (float radius, float halfHeight, RotateAxis orientation, glm::vec3 center, shared_ptr< Actor > actor) |
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static PxShape * | createCapsuleCollider (float radius, float halfHeight, RotateAxis orientation, PxVec3 center, shared_ptr< Actor > actor) |
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static PxShape * | createCapsuleCollider (shared_ptr< Actor > actor) |
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static PxShape * | createMeshCollider (shared_ptr< Actor > actor) |
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static PxConvexMesh * | getPxConvexMesh (shared_ptr< Mesh > mesh) |
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static PxScene * | createPhysicsScene () |
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static PxMaterial * | createMaterial (float friction, float dynamicFriction, float restitution) |
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static shared_ptr< PhysicsMaterial > | getDefaultMaterial () |
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static void | tickScene (PxScene *scene) |
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static void | shutdown () |
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static bool | convexMeshComputed (shared_ptr< Mesh > mesh) |
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