iDynamicSystem Struct Reference
This is the interface for the dynamics core. More...
#include <dynamics.h>
Inheritance diagram for iDynamicSystem:

Public Methods | |
virtual iObject * | QueryObject (void)=0 |
returns the underlying object | |
virtual void | SetGravity (const csVector3 &v)=0 |
Set the global gravity. | |
virtual const csVector3 | GetGravity () const=0 |
Get the global gravity. | |
virtual void | SetLinearDampener (float d)=0 |
Set the global linear dampener. | |
virtual float | GetLinearDampener () const=0 |
Get the global linear dampener setting. | |
virtual void | SetRollingDampener (float d)=0 |
Set the global rolling dampener. | |
virtual float | GetRollingDampener () const=0 |
Get the global rolling dampener setting. | |
virtual void | Step (float stepsize)=0 |
Step the simulation forward by stepsize. | |
virtual csPtr< iRigidBody > | CreateBody ()=0 |
Create a rigid body and add it to the simulation. | |
virtual void | RemoveBody (iRigidBody *body)=0 |
Create a rigid body and add it to the simulation. | |
virtual iRigidBody * | FindBody (const char *name)=0 |
Finds a body within a system. | |
virtual csPtr< iBodyGroup > | CreateGroup ()=0 |
Create a body group. Bodies in a group don't collide with each other. | |
virtual void | RemoveGroup (iBodyGroup *group)=0 |
Remove a group from a simulation. Those bodies now collide. | |
virtual csPtr< iJoint > | CreateJoint ()=0 |
Create a joint and add it to the simulation. | |
virtual void | RemoveJoint (iJoint *joint)=0 |
Remove a joint from the simulation. | |
virtual iDynamicsMoveCallback * | GetDefaultMoveCallback ()=0 |
Get the default move callback. | |
virtual bool | AttachColliderMesh (iMeshWrapper *mesh, const csOrthoTransform &trans, float friction, float elasticity, float softness=0.01f)=0 |
Attaches a static collider mesh to world. | |
virtual bool | AttachColliderCylinder (float length, float radius, const csOrthoTransform &trans, float friction, float elasticity, float softness=0.01f)=0 |
Attaches a static collider cylinder to world (oriented along it's Z axis). | |
virtual bool | AttachColliderBox (const csVector3 &size, const csOrthoTransform &trans, float friction, float elasticity, float softness=0.01f)=0 |
Attaches a static collider box to world. | |
virtual bool | AttachColliderSphere (float radius, const csVector3 &offset, float friction, float elasticity, float softness=0.01f)=0 |
Attaches a static collider sphere to world. | |
virtual bool | AttachColliderPlane (const csPlane3 &plane, float friction, float elasticity, float softness=0.01f)=0 |
Attaches a static collider plane to world. |
Detailed Description
This is the interface for the dynamics core.It handles all bookkeeping for rigid bodies and joints. It also handles collision response. Collision detection is done in another plugin.
Definition at line 71 of file dynamics.h.
Member Function Documentation
|
Attaches a static collider box to world.
|
|
Attaches a static collider cylinder to world (oriented along it's Z axis).
|
|
Attaches a static collider mesh to world.
|
|
Attaches a static collider plane to world.
|
|
Attaches a static collider sphere to world.
|
|
Create a rigid body and add it to the simulation.
|
|
Create a body group. Bodies in a group don't collide with each other.
|
|
Create a joint and add it to the simulation.
|
|
Finds a body within a system.
|
|
Get the default move callback.
|
|
Get the global gravity.
|
|
Get the global linear dampener setting.
|
|
Get the global rolling dampener setting.
|
|
returns the underlying object
|
|
Create a rigid body and add it to the simulation.
|
|
Remove a group from a simulation. Those bodies now collide.
|
|
Remove a joint from the simulation.
|
|
Set the global gravity.
|
|
Set the global linear dampener.
|
|
Set the global rolling dampener.
|
|
Step the simulation forward by stepsize.
|
The documentation for this struct was generated from the following file:
- ivaria/dynamics.h
Generated for Crystal Space by doxygen 1.2.18