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Public API Reference |
#include <dynamics.h>
Inheritance diagram for iDynamicSystem:
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virtual iObject * | QueryObject (void)=0 |
returns the underlying object. More... | |
virtual void | SetGravity (const csVector3 &v)=0 |
Set the global gravity. More... | |
virtual const csVector3 | GetGravity () const=0 |
Get the global gravity. More... | |
virtual void | SetLinearDampener (float d)=0 |
Set the global linear dampener. More... | |
virtual float | GetLinearDampener () const=0 |
Get the global linear dampener setting. More... | |
virtual void | SetRollingDampener (float d)=0 |
Set the global rolling dampener. More... | |
virtual float | GetRollingDampener () const=0 |
Get the global rolling dampener setting. More... | |
virtual void | Step (float stepsize)=0 |
Step the simulation forward by stepsize. More... | |
virtual csPtr< iRigidBody > | CreateBody ()=0 |
Create a rigid body and add it to the simulation. More... | |
virtual void | RemoveBody (iRigidBody *body)=0 |
Create a rigid body and add it to the simulation. More... | |
virtual iRigidBody * | FindBody (const char *name)=0 |
Finds a body within a system. More... | |
virtual csPtr< iBodyGroup > | CreateGroup ()=0 |
Create a body group. Bodies in a group don't collide with each other. More... | |
virtual void | RemoveGroup (iBodyGroup *group)=0 |
Remove a group from a simulation. Those bodies now collide. More... | |
virtual csPtr< iJoint > | CreateJoint ()=0 |
Create a joint and add it to the simulation. More... | |
virtual void | RemoveJoint (iJoint *joint)=0 |
Remove a joint from the simulation. More... | |
virtual iDynamicsMoveCallback * | GetDefaultMoveCallback ()=0 |
Get the default move callback. More... | |
virtual bool | AttachColliderMesh (iMeshWrapper *mesh, const csOrthoTransform &trans, float friction, float elasticity, float softness=0.01f)=0 |
Attaches a static collider mesh to world. More... | |
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). More... | |
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. More... | |
virtual bool | AttachColliderSphere (float radius, const csVector3 &offset, float friction, float elasticity, float softness=0.01f)=0 |
Attaches a static collider sphere to world. More... | |
virtual bool | AttachColliderPlane (const csPlane3 &plane, float friction, float elasticity, float softness=0.01f)=0 |
Attaches a static collider plane to world. More... |
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.
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Attaches a static collider box to world.
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Attaches a static collider cylinder to world (oriented along it's Z axis).
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Attaches a static collider mesh to world.
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Attaches a static collider plane to world.
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Attaches a static collider sphere to world.
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Create a rigid body and add it to the simulation.
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Create a body group. Bodies in a group don't collide with each other.
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Create a joint and add it to the simulation.
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Finds a body within a system.
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Get the default move callback.
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Get the global gravity.
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Get the global linear dampener setting.
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Get the global rolling dampener setting.
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returns the underlying object.
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Create a rigid body and add it to the simulation.
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Remove a group from a simulation. Those bodies now collide.
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Remove a joint from the simulation.
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Set the global gravity.
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Set the global linear dampener.
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Set the global rolling dampener.
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Step the simulation forward by stepsize.
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