CrystalSpace

Public API Reference

iDynamicsSystemCollider Struct Reference

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

#include <ivaria/dynamics.h>

Inheritance diagram for iDynamicsSystemCollider:

Inheritance graph
[legend]

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 CreateCapsuleGeometry (float length, float radius)=0
 Create Capsule Collider Geometry.
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 bool GetBoxGeometry (csVector3 &size)=0
 If collider has box geometry method will return true and size of box, otherwise it will return false.
virtual bool GetCylinderGeometry (float &length, float &radius)=0
 If collider has plane geometry method will return true and cylinder's length and radius, otherwise it will return false.
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 csOrthoTransform GetLocalTransform ()=0
 Get collider transform (when collider is attached to body transform will be in body space).
virtual bool GetPlaneGeometry (csPlane3 &plane)=0
 If collider has plane geometry method will return true and plane, otherwise it will return false.
virtual float GetSoftness ()=0
 Get collider surface friction.
virtual bool GetSphereGeometry (csSphere &sphere)=0
 If collider has sphere geometry method will return true and sphere, otherwise it will return false.
virtual csOrthoTransform GetTransform ()=0
 Get collider transform (it will be alwas in world cooridnates).
virtual bool IsStatic ()=0
 Check if collider is static.
virtual void MakeDynamic ()=0
 Make collider dynamic.
virtual void MakeStatic ()=0
 Make collider static.
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 by default) or attached to body (then it will be "dynamic").

Main creators of instances implementing this interface:

Main ways to get pointers to this interface:

Main users of this interface:

Definition at line 704 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::CreateCapsuleGeometry ( float  length,
float  radius 
) [pure virtual]

Create Capsule Collider Geometry.

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

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

Deprecated:
CreateCCylinderGeometry is deprecated, use CreateCapsuleGeometry instead.

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 bool iDynamicsSystemCollider::GetBoxGeometry ( csVector3 size  )  [pure virtual]

If collider has box geometry method will return true and size of box, otherwise it will return false.

virtual bool iDynamicsSystemCollider::GetCylinderGeometry ( float &  length,
float &  radius 
) [pure virtual]

If collider has plane geometry method will return true and cylinder's length and radius, otherwise it will return false.

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 csOrthoTransform iDynamicsSystemCollider::GetLocalTransform (  )  [pure virtual]

Get collider transform (when collider is attached to body transform will be in body space).

virtual bool iDynamicsSystemCollider::GetPlaneGeometry ( csPlane3 plane  )  [pure virtual]

If collider has plane geometry method will return true and plane, otherwise it will return false.

virtual float iDynamicsSystemCollider::GetSoftness (  )  [pure virtual]

Get collider surface friction.

virtual bool iDynamicsSystemCollider::GetSphereGeometry ( csSphere sphere  )  [pure virtual]

If collider has sphere geometry method will return true and sphere, otherwise it will return false.

virtual csOrthoTransform iDynamicsSystemCollider::GetTransform (  )  [pure virtual]

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

virtual bool iDynamicsSystemCollider::IsStatic (  )  [pure virtual]

Check if collider is static.

virtual void iDynamicsSystemCollider::MakeDynamic (  )  [pure virtual]

Make collider dynamic.

Dynamic colliders acts (it collision is checked, and collision callbacks called) on every other collider and body.

virtual void iDynamicsSystemCollider::MakeStatic (  )  [pure virtual]

Make collider static.

Static collider acts on dynamic colliders and bodies, but ignores other static colliders (it won't do precise collision detection in that case).

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:
Generated for Crystal Space 1.2.1 by doxygen 1.5.3