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# Defines | ||
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```c++ | ||
#define TEMP_PX_RELEASE(x) \ | ||
if(x != nullptr) \ | ||
x->release();\ | ||
x = nullptr | ||
``` |
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docs/API Reference/Physics/Internal/PhysXUtils/Functions/FromPhysXMatrix.md
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# FromPhysXMatrix | ||
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```c++ | ||
Matrix FromPhysXMatrix(const physx::PxMat44& aMatrix); | ||
``` | ||
Converts PhysX Matrix to SimpleMath Matrix. |
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docs/API Reference/Physics/Internal/PhysXUtils/Functions/FromPhysXQuat.md
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# FromPhysXQuat | ||
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```c++ | ||
Quaternion FromPhysXQuat(const physx::PxQuat& aQuaternion); | ||
``` | ||
Converts PhysX Quaternion to SimpleMath Quaternion. |
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docs/API Reference/Physics/Internal/PhysXUtils/Functions/FromPhysXTransform.md
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# FromPhysXTransform | ||
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```c++ | ||
Matrix FromPhysXTransform(const physx::PxTransform& aTransform); | ||
``` | ||
Converts PhysX Transform to SimpleMath Matrix. |
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docs/API Reference/Physics/Internal/PhysXUtils/Functions/FromPhysXVector.md
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# FromPhysXVector | ||
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```c++ | ||
Vector3 FromPhysXVector(const physx::PxVec3& aVector); | ||
Vector4 FromPhysXVector(const physx::PxVec4& aVector); | ||
``` | ||
Converts PhysX Vector3/Vector4 to SimpleMath Vector3/Vector4. |
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docs/API Reference/Physics/Internal/PhysXUtils/Functions/ToPhysXMatrix.md
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# ToPhysXMatrix | ||
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```c++ | ||
physx::PxMat44 ToPhysXMatrix(const Matrix& aMatrix); | ||
``` | ||
Converts SimpleMath Matrix to PhysX Matrix. |
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docs/API Reference/Physics/Internal/PhysXUtils/Functions/ToPhysXQuat.md
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# ToPhysXQuat | ||
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```c++ | ||
physx::PxQuat ToPhysXQuat(const Quaternion& aQuaterion); | ||
``` | ||
Converts SimpleMath Quaternion to PhysX Quaternion. |
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docs/API Reference/Physics/Internal/PhysXUtils/Functions/ToPhysXTransform.md
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# ToPhysXTransform | ||
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```c++ | ||
physx::PxTransform ToPhysXTransform(const Transform& aTransform); | ||
physx::PxTransform ToPhysXTransform(const Matrix& aTransform); | ||
physx::PxTransform ToPhysXTransform(const Vector3& aTranslation, const Vector3& aRotation); | ||
``` | ||
Converts Engine Transform Component/Matrix/Translation & Rotation to PhysX Transform. | ||
### Usage | ||
```c++ | ||
//Functions that take physx transfrom | ||
physx::PxPhysics::createRigidStatic( PhysXUtils::ToPhysXTransform( *myGameObject->GetComponent<Transform>() ) ); | ||
``` |
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docs/API Reference/Physics/Internal/PhysXUtils/Functions/ToPhysXVector.md
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# ToPhysXVector | ||
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```c++ | ||
physx::PxVec3 ToPhysXVector(const Vector3& aVector); | ||
physx::PxVec4 ToPhysXVector(const Vector4& aVector); | ||
``` | ||
Converts SimpleMath Vector3/Vector4 to PhysX Vector3/Vector4. |
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docs/API Reference/Physics/PhysicsActor/Functions/GetGameObjectID.md
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# GetGameObjectID | ||
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```c++ | ||
uint64_t GetGameObjectID() {return myGameObjectID;} | ||
``` | ||
Returns GameObjectID associated with the actor |
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docs/API Reference/Physics/PhysicsActor/Functions/Rotate.md
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# Rotate | ||
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```c++ | ||
void Rotate(const Vector3& aRotation); | ||
``` | ||
### Paramter | ||
aRotation - Rotation in radian | ||
Rotates the actor in world space, |