CrystalSpace

Public API Reference

CS::Physics::Bullet Namespace Reference

Objects of a dynamic simulation with the Bullet plugin. More...

Classes

struct  HitBeamResult
 Return structure for the CS::Physics::Bullet::iDynamicSystem::HitBeam() routine. More...
struct  iAnchorAnimationControl
 This class can be implemented in order to update the position of an anchor of a CS::Physics::Bullet::iSoftBody. More...
struct  iBody
 A generic body in Bullet's dynamic simulation. More...
struct  iDynamicSystem
 The Bullet implementation of iDynamicSystem also implements this interface. More...
struct  iKinematicCallback
 A callback to be implemented when you are using kinematic bodies. More...
struct  iPivotJoint
 A joint to attach to a rigid body in order to manipulate it. More...
struct  iRigidBody
 The Bullet implementation of iRigidBody also implements this interface. More...
struct  iSoftBody
 A soft body is a physical body that can be deformed by the physical simulation. More...
struct  iTerrainCollider
 A terrain collider for the dynamic simulation. More...
struct  SoftBodyHelper
 General helper class for CS::Physics::Bullet::iSoftBody. More...

Enumerations

enum  BodyState { STATE_STATIC = 0, STATE_DYNAMIC, STATE_KINEMATIC }
 

The physical state of a rigid body.

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enum  BodyType { UNDEFINED_BODY = 0, RIGID_BODY, SOFT_BODY, TERRAIN }
 

The type of a Bullet's collider.

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enum  DebugMode { DEBUG_NOTHING = 0, DEBUG_COLLIDERS = 1, DEBUG_AABB = 2, DEBUG_JOINTS = 4 }
 

The debug modes to be used with CS::Physics::Bullet::iDynamicSystem::DebugDraw().

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enum  MeshDuplicationMode { MESH_DUPLICATION_NONE = 0, MESH_DUPLICATION_INTERLEAVED, MESH_DUPLICATION_CONTIGUOUS }
 

The mode of duplication used for the faces of the mesh.

More...

Detailed Description

Objects of a dynamic simulation with the Bullet plugin.


Enumeration Type Documentation

The physical state of a rigid body.

Enumerator:
STATE_STATIC 

The body is static, ie this body won't move anymore but dynamic objects will still collide with it.

STATE_DYNAMIC 

The body is dynamic, ie the motion of the body is controlled by the dynamic simulation.

STATE_KINEMATIC 

The body is kinematic, ie the motion of the body is controlled by the animation system, but it interacts with the dynamic simulation.

Definition at line 626 of file bullet.h.

The type of a Bullet's collider.

Enumerator:
UNDEFINED_BODY 

Undefined body type.

RIGID_BODY 

The body is a rigid body.

SOFT_BODY 

The body is a soft body.

TERRAIN 

The body is a terrain collider.

Definition at line 55 of file bullet.h.

The debug modes to be used with CS::Physics::Bullet::iDynamicSystem::DebugDraw().

Enumerator:
DEBUG_NOTHING 

Nothing will be displayed.

DEBUG_COLLIDERS 

Display the colliders of the bodies.

DEBUG_AABB 

Display the axis aligned bounding boxes of the bodies.

DEBUG_JOINTS 

Display the joint positions and limits.

Definition at line 133 of file bullet.h.

The mode of duplication used for the faces of the mesh.

That is, if the mesh is double sided, and whether the vertices and triangles that are duplicated are interleaved or contiguous.

Enumerator:
MESH_DUPLICATION_NONE 

The faces of the mesh are not double sided, i.e. the vertices and triangles are not duplicated.

MESH_DUPLICATION_INTERLEAVED 

The faces of the mesh are double sided, and the duplicated vertices and triangles are interleaved with the original ones.

MESH_DUPLICATION_CONTIGUOUS 

The faces of the mesh are double sided, and the duplicated vertices and triangles are packed contiguously at the end of their buffer.

Definition at line 145 of file bullet.h.


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