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iDynamicsSystemCollider Struct Reference

This is the interface for a dynamics system collider. More...

#include <ivaria/dynamics.h>

Inheritance diagram for iDynamicsSystemCollider:

iBase List of all members.

Public Member Functions

virtual bool CreateBoxGeometry (const csVector3 &box_size)=0
 Create Collider Geometry with given box (given by its size).
virtual bool CreateCCylinderGeometry (float length, float radius)=0
 Create Collider Geometry with Cylinder (given by its length and radius).
virtual bool CreateMeshGeometry (iMeshWrapper *mesh)=0
 Create Collider Geometry with given mesh geometry.
virtual bool CreatePlaneGeometry (const csPlane3 &plane)=0
 Create Collider Geometry with given plane.
virtual bool CreateSphereGeometry (const csSphere &sphere)=0
 Create Collider Geometry with given sphere.
virtual void FillWithColliderGeometry (csRef< iGeneralFactoryState > genmesh_fact)=0
 Fills given General Mesh factory with collider geometry.
virtual float GetDensity ()=0
 Get bodys density.
virtual float GetElasticity ()=0
 Get collider surface elasticity.
virtual float GetFriction ()=0
 Get collider surface friction.
virtual csColliderGeometryType GetGeometryType ()=0
 Get geometry type.
virtual float GetSoftness ()=0
 Get collider surface friction.
virtual csOrthoTransform GetTransform ()=0
 Get collider transform (it will be alwas in world cooridnates).
virtual void SetDensity (float density)=0
 Set body density.
virtual void SetElasticity (float elasticity)=0
 Set softness of collider elasticity.
virtual void SetFriction (float friction)=0
 Set friction of collider surface.
virtual void SetSoftness (float softness)=0
 Set softness of collider surface.
virtual void SetTransform (const csOrthoTransform &trans)=0
 Set Collider transform.

Detailed Description

This is the interface for a dynamics system collider.

It keeps all properties that system uses for collision detection and after collision behaviour (like surface properties, collider geometry). It can be placed into dynamic system (then this will be "static" collider) or attached to body.

Main creators of instances implementing this interface:

Main ways to get pointers to this interface: Main users of this interface:

Definition at line 650 of file dynamics.h.


Member Function Documentation

virtual bool iDynamicsSystemCollider::CreateBoxGeometry const csVector3 box_size  )  [pure virtual]
 

Create Collider Geometry with given box (given by its size).

virtual bool iDynamicsSystemCollider::CreateCCylinderGeometry float  length,
float  radius
[pure virtual]
 

Create Collider Geometry with Cylinder (given by its length and radius).

virtual bool iDynamicsSystemCollider::CreateMeshGeometry iMeshWrapper mesh  )  [pure virtual]
 

Create Collider Geometry with given mesh geometry.

virtual bool iDynamicsSystemCollider::CreatePlaneGeometry const csPlane3 plane  )  [pure virtual]
 

Create Collider Geometry with given plane.

virtual bool iDynamicsSystemCollider::CreateSphereGeometry const csSphere sphere  )  [pure virtual]
 

Create Collider Geometry with given sphere.

virtual void iDynamicsSystemCollider::FillWithColliderGeometry csRef< iGeneralFactoryState genmesh_fact  )  [pure virtual]
 

Fills given General Mesh factory with collider geometry.

virtual float iDynamicsSystemCollider::GetDensity  )  [pure virtual]
 

Get bodys density.

virtual float iDynamicsSystemCollider::GetElasticity  )  [pure virtual]
 

Get collider surface elasticity.

virtual float iDynamicsSystemCollider::GetFriction  )  [pure virtual]
 

Get collider surface friction.

virtual csColliderGeometryType iDynamicsSystemCollider::GetGeometryType  )  [pure virtual]
 

Get geometry type.

virtual float iDynamicsSystemCollider::GetSoftness  )  [pure virtual]
 

Get collider surface friction.

virtual csOrthoTransform iDynamicsSystemCollider::GetTransform  )  [pure virtual]
 

Get collider transform (it will be alwas in world cooridnates).

virtual void iDynamicsSystemCollider::SetDensity float  density  )  [pure virtual]
 

Set body density.

This could look strange that collider needs to know this parameter, but it is used for reseting mass of conected body (it should depend on collider geometry)

virtual void iDynamicsSystemCollider::SetElasticity float  elasticity  )  [pure virtual]
 

Set softness of collider elasticity.

virtual void iDynamicsSystemCollider::SetFriction float  friction  )  [pure virtual]
 

Set friction of collider surface.

virtual void iDynamicsSystemCollider::SetSoftness float  softness  )  [pure virtual]
 

Set softness of collider surface.

virtual void iDynamicsSystemCollider::SetTransform const csOrthoTransform trans  )  [pure virtual]
 

Set Collider transform.

If this is "static" collider then given transform will be in world space, otherwise it will be in attached rigid body space.


The documentation for this struct was generated from the following file:
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