Component that automatically handles switching of between static and dynamic physics of the object.
More...
Component that automatically handles switching of between static and dynamic physics of the object.
◆ SCR_HybridPhysicsComponent()
| void SCR_HybridPhysicsComponent.SCR_HybridPhysicsComponent |
( |
IEntityComponentSource | src, |
|
|
IEntity | ent, |
|
|
IEntity | parent ) |
- Parameters
-
| [in] | src | |
| [in] | ent | |
| [in] | parent | |
◆ ~SCR_HybridPhysicsComponent()
| void SCR_HybridPhysicsComponent.~SCR_HybridPhysicsComponent |
( |
| ) |
|
◆ EOnContact()
| override void SCR_HybridPhysicsComponent.EOnContact |
( |
IEntity | owner, |
|
|
IEntity | other, |
|
|
Contact | contact ) |
◆ EOnFrame()
| override void SCR_HybridPhysicsComponent.EOnFrame |
( |
IEntity | owner, |
|
|
float | timeSlice ) |
◆ EOnInit()
| override void SCR_HybridPhysicsComponent.EOnInit |
( |
IEntity | owner | ) |
|
◆ OnPostInit()
| override void SCR_HybridPhysicsComponent.OnPostInit |
( |
IEntity | owner | ) |
|
◆ m_fDynamicContactImpulse
| float SCR_HybridPhysicsComponent.m_fDynamicContactImpulse |
The documentation for this interface was generated from the following file:
- Game/Components/HybridPhysicsComponent.c