Interface for maintaining the physical state of a character's skeleton, for example to generate physical parts for each joint. More...
#include
Inherited by ISkeletonPose.
Public Member Functions | |
virtual void | BuildPhysicalEntity (IPhysicalEntity *pent, f32 mass, int surface_idx, f32 stiffness_scale=1.0f, int nLod=0, int partid0=-1, const Matrix34 &mtxloc=Matrix34(IDENTITY))=0 |
virtual IPhysicalEntity * | CreateCharacterPhysics (IPhysicalEntity *pHost, f32 mass, int surface_idx, f32 stiffness_scale, int nLod=0, const Matrix34 &mtxloc=Matrix34(IDENTITY))=0 |
virtual int | CreateAuxilaryPhysics (IPhysicalEntity *pHost, const Matrix34 &mtx, int nLod=0)=0 |
virtual IPhysicalEntity * | GetCharacterPhysics () const =0 |
virtual IPhysicalEntity * | GetCharacterPhysics (const char *pRootBoneName) const =0 |
virtual IPhysicalEntity * | GetCharacterPhysics (int iAuxPhys) const =0 |
virtual void | SetCharacterPhysics (IPhysicalEntity *pent)=0 |
virtual void | SynchronizeWithPhysicalEntity (IPhysicalEntity *pent, const Vec3 &posMaster=Vec3(ZERO), const Quat &qMaster=Quat(1, 0, 0, 0))=0 |
virtual IPhysicalEntity * | RelinquishCharacterPhysics (const Matrix34 &mtx, f32 stiffness=0.0f, bool bCopyJointVelocities=false, const Vec3 &velHost=Vec3(ZERO))=0 |
virtual void | DestroyCharacterPhysics (int iMode=0)=0 |
virtual bool | AddImpact (int partid, Vec3 point, Vec3 impact)=0 |
virtual int | TranslatePartIdToDeadBody (int partid)=0 |
virtual int | GetAuxPhysicsBoneId (int iAuxPhys, int iBone=0) const =0 |
virtual bool | BlendFromRagdoll (QuatTS &location, IPhysicalEntity *&pPhysicalEntity, bool b3dof)=0 |
virtual int | GetFallingDir () const =0 |
virtual int | getBonePhysParentOrSelfIndex (int nBoneIndex, int nLod=0) const =0 |
virtual int | GetBoneSurfaceTypeId (int nBoneIndex, int nLod=0) const =0 |
virtual IPhysicalEntity * | GetPhysEntOnJoint (int32 nId)=0 |
virtual const IPhysicalEntity * | GetPhysEntOnJoint (int32 nId) const =0 |
virtual void | SetPhysEntOnJoint (int32 nId, IPhysicalEntity *pPhysEnt)=0 |
virtual int | GetPhysIdOnJoint (int32 nId) const =0 |
virtual DynArray< SJointProperty > | GetJointPhysProperties_ROPE (uint32 jointIndex, int nLod) const =0 |
virtual bool | SetJointPhysProperties_ROPE (uint32 jointIndex, int nLod, const DynArray< SJointProperty > &props)=0 |
Interface for maintaining the physical state of a character's skeleton, for example to generate physical parts for each joint.