CommonLibVR
TESHavokUtilities.h
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#pragma once
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namespace
RE
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{
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class
HitData;
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class
hkVector4;
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class
bhkRigidBody;
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class
hkpCollidable;
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class
NiAVObject;
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class
TESObjectREFR;
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namespace
TESHavokUtilities
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{
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void
AddExplosionImpulse
(
NiAVObject
* a_obj3D,
hkVector4
& a_pos,
float
a_force,
const
HitData
* a_hitData);
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TESObjectREFR
*
FindCollidableRef
(
const
hkpCollidable
& a_linkedCollidable);
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NiAVObject
*
FindCollidableObject
(
const
hkpCollidable
& a_linkedCollidable);
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float
GetDamageForImpact
(
float
a_mass,
float
a_speed);
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void
PopTemporaryMass
(
bhkRigidBody
* a_body);
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void
PushTemporaryMass
(
bhkRigidBody
* a_body,
float
a_mass);
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float
ScaleGameplayImpulseForce
(
float
a_inputForce,
bhkRigidBody
* a_body,
bool
a_factorMass);
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}
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}
RE::HitData
Definition:
HitData.h:17
RE::NiAVObject
Definition:
NiAVObject.h:57
RE::TESObjectREFR
Definition:
TESObjectREFR.h:113
RE::bhkRigidBody
Definition:
bhkRigidBody.h:15
RE::hkVector4
Definition:
hkVector4.h:9
RE::hkpCollidable
Definition:
hkpCollidable.h:13
RE::TESHavokUtilities::ScaleGameplayImpulseForce
float ScaleGameplayImpulseForce(float a_inputForce, bhkRigidBody *a_body, bool a_factorMass)
RE::TESHavokUtilities::GetDamageForImpact
float GetDamageForImpact(float a_mass, float a_speed)
RE::TESHavokUtilities::AddExplosionImpulse
void AddExplosionImpulse(NiAVObject *a_obj3D, hkVector4 &a_pos, float a_force, const HitData *a_hitData)
RE::TESHavokUtilities::FindCollidableRef
TESObjectREFR * FindCollidableRef(const hkpCollidable &a_linkedCollidable)
RE::TESHavokUtilities::PopTemporaryMass
void PopTemporaryMass(bhkRigidBody *a_body)
RE::TESHavokUtilities::FindCollidableObject
NiAVObject * FindCollidableObject(const hkpCollidable &a_linkedCollidable)
RE::TESHavokUtilities::PushTemporaryMass
void PushTemporaryMass(bhkRigidBody *a_body, float a_mass)
RE
Definition:
AbsorbEffect.h:6
CommonLibVR
include
RE
T
TESHavokUtilities.h
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