The physical entity system is oriented around the concepts of physical entities, which are accessible via the IPhysicalEntity
interface. A physical entity represents geometry with a physical proxy that can affect and be affected by intersections, collisions, and other events.
Although it is possible to create physical entities without an underlying entity (IEntity
) via the IPhysicalWorld::CreatePhysicalEntity
function, it is most common to call IEntity::Physicalize
in order to enable the physics proxy of the model currently loaded by the entity.
Note
The physics proxy is a simplified model of the render mesh. This is used to decrease the strain on the physics system.
When IEntity::Physicalize
is called, a new entity proxy is created that will handle its physicalized representation via a call to IPhysicalWorld::CreatePhysicalEntity
. The CryENGINE allows for a number of physical entity types to be created, depending on the purpose of the physicalized object.