11 return { vec.
x, vec.y, vec.z };
15 return { vec.
x, vec.y, vec.z };
bool convertActor(PhysicsAsset *actor, PhysicsGroup newGroup) override
void setPositionZ(F32 positionZ) override
Set the object's position on the Z axis.
PhysXActor(RigidBodyComponent &parent) noexcept
void setPositionX(F32 positionX) override
Set the object's position on the X axis.
void setScaleX(F32 amount) override
Set the scaling factor on the X axis.
void setScaleZ(F32 amount) override
Set the scaling factor on the Z axis.
void setPosition(const vec3< F32 > &position) override
Set the local X,Y and Z position.
void rotateSlerp(const Quaternion< F32 > &quat, D64 deltaTime) override
Perform a SLERP rotation towards the specified quaternion.
void setRotationX(Angle::DEGREES< F32 > angle) override
physx::PxRigidActor * _actor
void setScaleY(F32 amount) override
Set the scaling factor on the Y axis.
void setPositionY(F32 positionY) override
Set the object's position on the Y axis.
void getScale(vec3< F32 > &scaleOut) const override
Return the scale factor.
void getOrientation(Quaternion< F32 > &quatOut) const override
Return the orientation quaternion.
void scale(const vec3< F32 > &axisFactors) override
Add the specified scale factors to the current local position.
void setRotationY(Angle::DEGREES< F32 > angle) override
void rotateZ(Angle::DEGREES< F32 > angle) override
void scaleX(F32 amount) override
Increase the scaling factor on the X axis by the specified factor.
void rotate(const vec3< F32 > &axis, Angle::DEGREES< F32 > degrees) override
void getPosition(vec3< F32 > &posOut) const override
Return the position.
void setRotationZ(Angle::DEGREES< F32 > angle) override
void scaleZ(F32 amount) override
Increase the scaling factor on the Z axis by the specified factor.
void translate(const vec3< F32 > &axisFactors) override
Add the specified translation factors to the current local position.
void scaleY(F32 amount) override
Increase the scaling factor on the Y axis by the specified factor.
void physicsCollisionGroup(PhysicsGroup group) override
void setRotation(const vec3< F32 > &axis, Angle::DEGREES< F32 > degrees) override
void rotateX(Angle::DEGREES< F32 > angle) override
void setScale(const vec3< F32 > &scale) override
Set the local X,Y and Z scale factors.
void rotateY(Angle::DEGREES< F32 > angle) override
virtual void physicsCollisionGroup(PhysicsGroup group)
RigidBodyComponent & _parentComponent
void physicsCollisionGroup(PhysicsGroup group)
void set(const T *v) noexcept
set the 3 components of the vector manually using a source pointer to a (large enough) array
vec3< F32 > toVec3(const physx::PxVec3 &vec) noexcept
Handle console commands that start with a forward slash.