iRigidBody Struct Reference
This is the interface for a rigid body. More...
#include <ivaria/dynamics.h>
Inheritance diagram for iRigidBody:

Public Member Functions | |
virtual void | AddForce (const csVector3 &force)=0 |
Add a force (world space) (active for one timestep). | |
virtual void | AddForceAtPos (const csVector3 &force, const csVector3 &pos)=0 |
Add a force (world space) at a specific position (world space) (active for one timestep). | |
virtual void | AddForceAtRelPos (const csVector3 &force, const csVector3 &pos)=0 |
Add a force (world space) at a specific position (local space) (active for one timestep). | |
virtual void | AddRelForce (const csVector3 &force)=0 |
Add a force (local space) (active for one timestep). | |
virtual void | AddRelForceAtPos (const csVector3 &force, const csVector3 &pos)=0 |
Add a force (local space) at a specific position (world space) (active for one timestep). | |
virtual void | AddRelForceAtRelPos (const csVector3 &force, const csVector3 &pos)=0 |
Add a force (local space) at a specific position (loacl space) (active for one timestep). | |
virtual void | AddRelTorque (const csVector3 &force)=0 |
Add a torque (local space) (active for one timestep). | |
virtual void | AddTorque (const csVector3 &force)=0 |
Add a torque (world space) (active for one timestep). | |
virtual void | AdjustTotalMass (float targetmass)=0 |
Set total mass to targetmass, and adjust properties. | |
virtual void | AttachCollider (iDynamicsSystemCollider *collider)=0 |
Attach collider to rigid body. | |
virtual bool | AttachColliderBox (const csVector3 &size, const csOrthoTransform &trans, float friction, float density, float elasticity, float softness=0.01f)=0 |
Add a collider box with given properties. | |
virtual bool | AttachColliderCylinder (float length, float radius, const csOrthoTransform &trans, float friction, float density, float elasticity, float softness=0.01f)=0 |
Cylinder orientated along its local z axis. | |
virtual bool | AttachColliderMesh (iMeshWrapper *mesh, const csOrthoTransform &trans, float friction, float density, float elasticity, float softness=0.01f)=0 |
Add a collider with a associated friction coefficient. | |
virtual bool | AttachColliderPlane (const csPlane3 &plane, float friction, float density, float elasticity, float softness=0.01f)=0 |
Add a collider plane with given properties. | |
virtual bool | AttachColliderSphere (float radius, const csVector3 &offset, float friction, float density, float elasticity, float softness=0.01f)=0 |
Add a collider sphere with given properties. | |
virtual void | AttachMesh (iMeshWrapper *mesh)=0 |
Attach a iMeshWrapper to this body. | |
virtual void | Collision (iRigidBody *other)=0 |
If there's a collision callback with this body, execute it. | |
virtual void | DestroyCollider (iDynamicsSystemCollider *collider)=0 |
Destroy body collider. | |
virtual void | DestroyColliders ()=0 |
Destroy body colliders. | |
virtual bool | Disable (void)=0 |
Temporarily ignores the body until something collides with it. | |
virtual bool | Enable (void)=0 |
Re-enables a body after calling Disable, or by being auto disabled. | |
virtual const csVector3 | GetAngularVelocity () const =0 |
Get the angular velocity (rotation). | |
virtual csRef< iMeshWrapper > | GetAttachedMesh ()=0 |
Returns the attached MeshWrapper. | |
virtual csVector3 | GetCenter ()=0 |
Get center. | |
virtual csRef< iDynamicsSystemCollider > | GetCollider (unsigned int index)=0 |
Get body collider by its index. | |
virtual int | GetColliderCount ()=0 |
Get body colliders count. | |
virtual const csVector3 | GetForce () const =0 |
Get total force (world space). | |
virtual csRef< iBodyGroup > | GetGroup (void)=0 |
Returns which group a body belongs to. | |
virtual csMatrix3 | GetInertia ()=0 |
Get inertia. | |
virtual const csVector3 | GetLinearVelocity () const =0 |
Get the linear velocity (movement). | |
virtual float | GetMass ()=0 |
Get mass. | |
virtual const csMatrix3 | GetOrientation () const =0 |
Get the orientation. | |
virtual const csVector3 | GetPosition () const =0 |
Get the position. | |
virtual void | GetProperties (float *mass, csVector3 *center, csMatrix3 *inertia)=0 |
Get the physic properties. 0 parameters are ignored. | |
virtual const csVector3 | GetTorque () const =0 |
Get total torque (world space). | |
virtual const csOrthoTransform | GetTransform () const =0 |
Get the transform. | |
virtual bool | IsEnabled (void)=0 |
Returns true if a body is enabled. | |
virtual bool | IsStatic (void)=0 |
Tells whether a body has been made static or not. | |
virtual bool | MakeDynamic (void)=0 |
Returns a static body to a dynamic state. | |
virtual bool | MakeStatic (void)=0 |
Makes a body stop reacting dynamically. | |
virtual iObject * | QueryObject (void)=0 |
returns the underlying object | |
virtual void | SetAngularVelocity (const csVector3 &vel)=0 |
Set the angular velocity (rotation). | |
virtual void | SetCollisionCallback (iDynamicsCollisionCallback *cb)=0 |
Set a callback to be executed when this body collides with another If 0, no callback is executed. | |
virtual void | SetLinearVelocity (const csVector3 &vel)=0 |
Set the linear velocity (movement). | |
virtual void | SetMoveCallback (iDynamicsMoveCallback *cb)=0 |
Set a callback to be executed when this body moves. | |
virtual void | SetOrientation (const csMatrix3 &trans)=0 |
Set the orientation. | |
virtual void | SetPosition (const csVector3 &trans)=0 |
Set the position. | |
virtual void | SetProperties (float mass, const csVector3 ¢er, const csMatrix3 &inertia)=0 |
Set the physic properties. | |
virtual void | SetTransform (const csOrthoTransform &trans)=0 |
Set the transform. | |
virtual void | Update ()=0 |
Update transforms for mesh and/or bone. |
Detailed Description
This is the interface for a rigid body.It keeps all properties for the body. It can also be attached to a movable or a bone, to automatically update it.
Main creators of instances implementing this interface:
Main ways to get pointers to this interface: Main users of this interface:
Definition at line 361 of file dynamics.h.
Member Function Documentation
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Add a force (world space) (active for one timestep).
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Add a force (world space) at a specific position (world space) (active for one timestep).
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Add a force (world space) at a specific position (local space) (active for one timestep).
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Add a force (local space) (active for one timestep).
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Add a force (local space) at a specific position (world space) (active for one timestep).
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Add a force (local space) at a specific position (loacl space) (active for one timestep).
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Add a torque (local space) (active for one timestep).
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Add a torque (world space) (active for one timestep).
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Set total mass to targetmass, and adjust properties.
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Attach collider to rigid body. If you have set colliders transform before then it will be considered as relative to attached body (but still if you will use colliders "GetTransform ()" it will be in the world coordinates. Colider become dynamic (which means that it will follow rigid body). |
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Add a collider box with given properties.
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Cylinder orientated along its local z axis.
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Add a collider with a associated friction coefficient.
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Add a collider plane with given properties.
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Add a collider sphere with given properties.
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Attach a iMeshWrapper to this body.
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If there's a collision callback with this body, execute it.
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Destroy body collider.
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Destroy body colliders.
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Temporarily ignores the body until something collides with it.
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Re-enables a body after calling Disable, or by being auto disabled.
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Get the angular velocity (rotation).
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Returns the attached MeshWrapper.
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Get center.
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Get body collider by its index.
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Get body colliders count.
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Get total force (world space).
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Returns which group a body belongs to.
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Get inertia.
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Get the linear velocity (movement).
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Get mass.
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Get the orientation.
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Get the position.
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Get the physic properties. 0 parameters are ignored.
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Get total torque (world space).
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Get the transform.
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Returns true if a body is enabled.
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Tells whether a body has been made static or not.
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Returns a static body to a dynamic state.
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Makes a body stop reacting dynamically. This is especially useful for environmental objects. It will also increase speed in some cases by ignoring all physics for that body |
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returns the underlying object
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Set the angular velocity (rotation).
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Set a callback to be executed when this body collides with another If 0, no callback is executed.
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Set the linear velocity (movement).
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Set a callback to be executed when this body moves. If 0, no callback is executed. |
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Set the orientation.
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Set the position.
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Set the physic properties.
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Set the transform.
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Update transforms for mesh and/or bone.
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The documentation for this struct was generated from the following file:
- ivaria/dynamics.h
Generated for Crystal Space by doxygen 1.4.4