CommonLibVR
TESHavokUtilities.h
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1 #pragma once
2 
3 namespace RE
4 {
5  class HitData;
6  class hkVector4;
7  class bhkRigidBody;
8  class hkpCollidable;
9  class NiAVObject;
10  class TESObjectREFR;
11 
12  namespace TESHavokUtilities
13  {
14  void AddExplosionImpulse(NiAVObject* a_obj3D, hkVector4& a_pos, float a_force, const HitData* a_hitData);
15  TESObjectREFR* FindCollidableRef(const hkpCollidable& a_linkedCollidable);
16  NiAVObject* FindCollidableObject(const hkpCollidable& a_linkedCollidable);
17  float GetDamageForImpact(float a_mass, float a_speed);
19  void PushTemporaryMass(bhkRigidBody* a_body, float a_mass);
20  float ScaleGameplayImpulseForce(float a_inputForce, bhkRigidBody* a_body, bool a_factorMass);
21  }
22 }
Definition: HitData.h:17
Definition: NiAVObject.h:57
Definition: TESObjectREFR.h:113
Definition: bhkRigidBody.h:15
Definition: hkVector4.h:9
Definition: hkpCollidable.h:13
float ScaleGameplayImpulseForce(float a_inputForce, bhkRigidBody *a_body, bool a_factorMass)
float GetDamageForImpact(float a_mass, float a_speed)
void AddExplosionImpulse(NiAVObject *a_obj3D, hkVector4 &a_pos, float a_force, const HitData *a_hitData)
TESObjectREFR * FindCollidableRef(const hkpCollidable &a_linkedCollidable)
void PopTemporaryMass(bhkRigidBody *a_body)
NiAVObject * FindCollidableObject(const hkpCollidable &a_linkedCollidable)
void PushTemporaryMass(bhkRigidBody *a_body, float a_mass)
Definition: AbsorbEffect.h:6