CrystalSpace

Public API Reference

CS::Physics::Bullet::iDynamicSystem Struct Reference

The Bullet implementation of iDynamicSystem also implements this interface. More...

#include <ivaria/bullet.h>

Inheritance diagram for CS::Physics::Bullet::iDynamicSystem:

List of all members.

Public Member Functions

virtual iTerrainColliderAttachColliderTerrain (iTerrainSystem *terrain, float minimumHeight=0, float maximumHeight=0)=0
 Create a new terrain collider and add it to the simulation.
virtual iTerrainColliderAttachColliderTerrain (iTerrainCell *cell, float minimumHeight=0, float maximumHeight=0)=0
 Create a new terrain collider and add it to the simulation.
virtual iTerrainColliderAttachColliderTerrain (csLockedHeightData &heightData, int gridWidth, int gridHeight, csVector3 gridSize, csOrthoTransform &transform, float minimumHeight=0, float maximumHeight=0)=0
 Create a new terrain collider and add it to the simulation.
virtual iSoftBodyCreateCloth (csVector3 corner1, csVector3 corner2, csVector3 corner3, csVector3 corner4, uint segmentCount1, uint segmentCount2, bool withDiagonals=false)=0
 Create a soft body cloth.
virtual csPtr< iPivotJointCreatePivotJoint ()=0
 Create a pivot joint and add it to the simulation.
virtual iSoftBodyCreateRope (csVector3 *vertices, size_t vertexCount)=0
 Create a soft body rope with explicit positions of the vertices.
virtual iSoftBodyCreateRope (csVector3 start, csVector3 end, uint segmentCount)=0
 Create a soft body rope.
virtual iSoftBodyCreateSoftBody (csVector3 *vertices, size_t vertexCount, csTriangle *triangles, size_t triangleCount)=0
 Create a custom volumetric soft body.
virtual iSoftBodyCreateSoftBody (iGeneralFactoryState *genmeshFactory, const csOrthoTransform &bodyTransform, MeshDuplicationMode duplicationMode=MESH_DUPLICATION_NONE)=0
 Create a volumetric soft body from a genmesh.
virtual void DebugDraw (iView *rview)=0
 Draw the debug informations of the dynamic system.
virtual void DestroyCollider (iTerrainCollider *collider)=0
 Remove the given terrain collider from the simulation.
virtual void DumpProfile (bool resetProfile=true)=0
 Dump the profile information on the standard output.
virtual DebugMode GetDebugMode ()=0
 Return the current mode used when displaying debug informations.
virtual iSoftBodyGetSoftBody (size_t index)=0
 Return the soft body at the given index.
virtual size_t GetSoftBodyCount ()=0
 Return the number of soft bodies in this dynamic world.
virtual bool GetSoftBodyWorld ()=0
 Return whether this dynamic world can handle soft bodies or not.
virtual HitBeamResult HitBeam (const csVector3 &start, const csVector3 &end)=0
 Follow a beam from start to end and return the first body that is hit.
virtual void RemovePivotJoint (iPivotJoint *joint)=0
 Remove the given pivot joint from the simulation.
virtual void RemoveSoftBody (iSoftBody *body)=0
 Remove the given soft body from this dynamic world and delete it.
virtual bool SaveBulletWorld (const char *filename)=0
 Save the current state of the dynamic world in a .bullet serialization file.
virtual void SetDebugMode (DebugMode mode)=0
 Set the mode to be used when displaying debug informations.
virtual void SetInternalScale (float scale)=0
 Set the internal scale to be applied to the whole dynamic world.
virtual void SetSoftBodyWorld (bool isSoftBodyWorld)=0
 Set whether this dynamic world can handle soft bodies or not.
virtual void SetStepParameters (float timeStep, size_t maxSteps, size_t iterations)=0
 Set the parameters of the constraint solver.
virtual void StartProfile ()=0
 Start the profiling of the simulation.
virtual void StopProfile ()=0
 Stop the profiling of the simulation.

Detailed Description

The Bullet implementation of iDynamicSystem also implements this interface.

See also:
iDynamicSystem iODEDynamicSystemState

Definition at line 160 of file bullet.h.


Member Function Documentation

virtual iTerrainCollider* CS::Physics::Bullet::iDynamicSystem::AttachColliderTerrain ( iTerrainSystem terrain,
float  minimumHeight = 0,
float  maximumHeight = 0 
) [pure virtual]

Create a new terrain collider and add it to the simulation.

This will create a collider for each cell of the terrain.

All the heights of the terrain must be kept between minimumHeight and maximumHeight, even when the terrain is deformed. If these values are not provided then they will be computed from the current state of the cell.

Parameters:
terrain The terrain from which the colliders will be created
minimumHeight The minimum height that will ever be contained in the height map
maximumHeight The maximum height that will ever be contained in the height map
virtual iTerrainCollider* CS::Physics::Bullet::iDynamicSystem::AttachColliderTerrain ( iTerrainCell cell,
float  minimumHeight = 0,
float  maximumHeight = 0 
) [pure virtual]

Create a new terrain collider and add it to the simulation.

All the heights of the terrain must be kept between minimumHeight and maximumHeight, even when the terrain is deformed. If these values are not provided then they will be computed from the current state of the cell.

Parameters:
cell The terrain cell from which the collider will be created
minimumHeight The minimum height that will ever be contained in the height map
maximumHeight The maximum height that will ever be contained in the height map
virtual iTerrainCollider* CS::Physics::Bullet::iDynamicSystem::AttachColliderTerrain ( csLockedHeightData heightData,
int  gridWidth,
int  gridHeight,
csVector3  gridSize,
csOrthoTransform transform,
float  minimumHeight = 0,
float  maximumHeight = 0 
) [pure virtual]

Create a new terrain collider and add it to the simulation.

All the heights of the terrain must be kept between minimumHeight and maximumHeight, even when the terrain is deformed. If these values are not provided then they will be computed from the current state of the cell.

Parameters:
heightData The height map of the terrain
gridWidth The width of the height map data
gridHeight The height of the height map data
gridSize The size of the terrain, in world units
transform The position of the terrain
minimumHeight The minimum height that will ever be contained in the height map
maximumHeight The maximum height that will ever be contained in the height map
virtual iSoftBody* CS::Physics::Bullet::iDynamicSystem::CreateCloth ( csVector3  corner1,
csVector3  corner2,
csVector3  corner3,
csVector3  corner4,
uint  segmentCount1,
uint  segmentCount2,
bool  withDiagonals = false 
) [pure virtual]

Create a soft body cloth.

Parameters:
corner1 The position of the top left corner.
corner2 The position of the top right corner.
corner3 The position of the bottom left corner.
corner4 The position of the bottom right corner.
segmentCount1 Number of horizontal segments in the cloth.
segmentCount2 Number of vertical segments in the cloth.
withDiagonals Whether there must be diagonal segments in the cloth or not. Diagonal segments will make the cloth more rigid.
Remarks:
You must call SetSoftBodyWorld() prior to this.
virtual csPtr<iPivotJoint> CS::Physics::Bullet::iDynamicSystem::CreatePivotJoint (  )  [pure virtual]

Create a pivot joint and add it to the simulation.

virtual iSoftBody* CS::Physics::Bullet::iDynamicSystem::CreateRope ( csVector3 vertices,
size_t  vertexCount 
) [pure virtual]

Create a soft body rope with explicit positions of the vertices.

Parameters:
vertices The array of positions to use for the vertices.
vertexCount The amount of vertices for the rope.
Remarks:
You must call SetSoftBodyWorld() prior to this.
virtual iSoftBody* CS::Physics::Bullet::iDynamicSystem::CreateRope ( csVector3  start,
csVector3  end,
uint  segmentCount 
) [pure virtual]

Create a soft body rope.

Parameters:
start Start position of the rope.
end End position of the rope.
segmentCount Number of segments in the rope.
Remarks:
You must call SetSoftBodyWorld() prior to this.
virtual iSoftBody* CS::Physics::Bullet::iDynamicSystem::CreateSoftBody ( csVector3 vertices,
size_t  vertexCount,
csTriangle triangles,
size_t  triangleCount 
) [pure virtual]

Create a custom volumetric soft body.

Parameters:
vertices The vertices of the soft body. The position is absolute.
vertexCount The count of vertices of the soft body.
triangles The faces of the soft body.
triangleCount The count of faces of the soft body.
Remarks:
You must call SetSoftBodyWorld() prior to this.
virtual iSoftBody* CS::Physics::Bullet::iDynamicSystem::CreateSoftBody ( iGeneralFactoryState genmeshFactory,
const csOrthoTransform bodyTransform,
MeshDuplicationMode  duplicationMode = MESH_DUPLICATION_NONE 
) [pure virtual]

Create a volumetric soft body from a genmesh.

Parameters:
genmeshFactory The genmesh factory to use.
bodyTransform The initial transform of the soft body.
duplicationMode The duplication mode of the mesh. This is useful for double sided meshes since it allows to create a soft body with an halfed count of vertices and triangles.
Remarks:
You must call SetSoftBodyWorld() prior to this.
virtual void CS::Physics::Bullet::iDynamicSystem::DebugDraw ( iView rview  )  [pure virtual]

Draw the debug informations of the dynamic system.

This has to be called at each frame, and will add 2D lines on top of the rendered scene. The objects to be displayed are defined by SetDebugMode().

virtual void CS::Physics::Bullet::iDynamicSystem::DestroyCollider ( iTerrainCollider collider  )  [pure virtual]

Remove the given terrain collider from the simulation.

virtual void CS::Physics::Bullet::iDynamicSystem::DumpProfile ( bool  resetProfile = true  )  [pure virtual]

Dump the profile information on the standard output.

StartProfile() must have been called before.

Parameters:
resetProfile Whether or not the profile data must be reset after the dumping.
virtual DebugMode CS::Physics::Bullet::iDynamicSystem::GetDebugMode (  )  [pure virtual]

Return the current mode used when displaying debug informations.

virtual iSoftBody* CS::Physics::Bullet::iDynamicSystem::GetSoftBody ( size_t  index  )  [pure virtual]

Return the soft body at the given index.

virtual size_t CS::Physics::Bullet::iDynamicSystem::GetSoftBodyCount (  )  [pure virtual]

Return the number of soft bodies in this dynamic world.

virtual bool CS::Physics::Bullet::iDynamicSystem::GetSoftBodyWorld (  )  [pure virtual]

Return whether this dynamic world can handle soft bodies or not.

virtual HitBeamResult CS::Physics::Bullet::iDynamicSystem::HitBeam ( const csVector3 start,
const csVector3 end 
) [pure virtual]

Follow a beam from start to end and return the first body that is hit.

Returns:
True if a body was hit, false otherwise.
See also:
HitBeamResult iMeshWrapper::HitBeam() iSector::HitBeam() iSector::HitBeamPortals()
virtual void CS::Physics::Bullet::iDynamicSystem::RemovePivotJoint ( iPivotJoint joint  )  [pure virtual]

Remove the given pivot joint from the simulation.

virtual void CS::Physics::Bullet::iDynamicSystem::RemoveSoftBody ( iSoftBody body  )  [pure virtual]

Remove the given soft body from this dynamic world and delete it.

virtual bool CS::Physics::Bullet::iDynamicSystem::SaveBulletWorld ( const char *  filename  )  [pure virtual]

Save the current state of the dynamic world in a .bullet serialization file.

Returns:
True if the operation succeeds, false otherwise.
virtual void CS::Physics::Bullet::iDynamicSystem::SetDebugMode ( DebugMode  mode  )  [pure virtual]

Set the mode to be used when displaying debug informations.

The default value is 'CSPhysics::Bullet::DEBUG_COLLIDERS | CS::Physics::Bullet::DEBUG_JOINTS'.

Remarks:
Don't forget to call DebugDraw() at each frame to effectively display the debug informations.
virtual void CS::Physics::Bullet::iDynamicSystem::SetInternalScale ( float  scale  )  [pure virtual]

Set the internal scale to be applied to the whole dynamic world.

Use this to put back the range of dimensions you use for your objects to the one Bullet was designed for.

Bullet does not work well if the dimensions of your objects are smaller than 0.1 to 1.0 units or bigger than 10 to 100 units. Use this method to fix the problem.

Warning:
You have to call this method before adding any objects in the dynamic world, otherwise the objects won't have the same scale.
virtual void CS::Physics::Bullet::iDynamicSystem::SetSoftBodyWorld ( bool  isSoftBodyWorld  )  [pure virtual]

Set whether this dynamic world can handle soft bodies or not.

Warning:
You have to call this method before adding any objects in the dynamic world.
virtual void CS::Physics::Bullet::iDynamicSystem::SetStepParameters ( float  timeStep,
size_t  maxSteps,
size_t  iterations 
) [pure virtual]

Set the parameters of the constraint solver.

Use this if you want to find a compromise between accuracy of the simulation and performance cost.

Parameters:
timeStep The internal, constant, time step of the simulation, in seconds. A smaller value gives better accuracy. Default value is 1/60 s (ie 0.0166 s).
maxSteps Maximum number of steps that Bullet is allowed to take each time you call iDynamicSystem::Step(). If you pass a very small time step as the first parameter, then you must increase the number of maxSteps to compensate for this, otherwise your simulation is 'losing' time. Default value is 1. If you pass maxSteps=0 to the function, then it will assume a variable tick rate. Don't do it.
iterations Number of iterations of the constraint solver. A reasonable range of iterations is from 4 (low quality, good performance) to 20 (good quality, less but still reasonable performance). Default value is 10.
virtual void CS::Physics::Bullet::iDynamicSystem::StartProfile (  )  [pure virtual]

Start the profiling of the simulation.

This would add an overhead to the computations, but allows to display meaningful information on the behavior of the simulation.

virtual void CS::Physics::Bullet::iDynamicSystem::StopProfile (  )  [pure virtual]

Stop the profiling of the simulation.

This would add an overhead to the


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

Generated for Crystal Space 2.0 by doxygen 1.6.1