CrystalSpace

Public API Reference

Main Page   Modules   Class Hierarchy   Alphabetical List   Compound List   File List   Compound Members   File Members  

iDynamicSystem Struct Reference

This is the interface for the dynamics core. More...

#include <dynamics.h>

Inheritance diagram for iDynamicSystem:

iBase List of all members.

Public Methods

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 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...


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 70 of file dynamics.h.


Member Function Documentation

virtual csPtr<iRigidBody> iDynamicSystem::CreateBody (    )  [pure virtual]
 

Create a rigid body and add it to the simulation.

virtual csPtr<iBodyGroup> iDynamicSystem::CreateGroup (    )  [pure virtual]
 

Create a body group. Bodies in a group don't collide with each other.

virtual csPtr<iJoint> iDynamicSystem::CreateJoint (    )  [pure virtual]
 

Create a joint and add it to the simulation.

virtual iRigidBody* iDynamicSystem::FindBody (  const char *    name )  [pure virtual]
 

Finds a body within a system.

virtual iDynamicsMoveCallback* iDynamicSystem::GetDefaultMoveCallback (    )  [pure virtual]
 

Get the default move callback.

virtual const csVector3 iDynamicSystem::GetGravity (    )  const [pure virtual]
 

Get the global gravity.

virtual iObject* iDynamicSystem::QueryObject (  void    )  [pure virtual]
 

returns the underlying object.

virtual void iDynamicSystem::RemoveBody (  iRigidBody *    body )  [pure virtual]
 

Create a rigid body and add it to the simulation.

virtual void iDynamicSystem::RemoveGroup (  iBodyGroup *    group )  [pure virtual]
 

Remove a group from a simulation. Those bodies now collide.

virtual void iDynamicSystem::RemoveJoint (  iJoint *    joint )  [pure virtual]
 

Remove a joint from the simulation.

virtual void iDynamicSystem::SetGravity (  const csVector3 &    v )  [pure virtual]
 

Set the global gravity.

virtual void iDynamicSystem::Step (  float    stepsize )  [pure virtual]
 

Step the simulation forward by stepsize.


The documentation for this struct was generated from the following file:
Generated for Crystal Space by doxygen 1.2.14