CS::Collisions::iCollisionObject Struct Reference
This is the interface of a collision object. More...
#include <ivaria/collisions.h>

Public Member Functions | |
| virtual csPtr< iCollisionData > | Collide (iCollisionObject *otherObject) const =0 |
| Test for the collisions with another collision object. | |
| virtual iCamera * | GetAttachedCamera () const =0 |
| Get the camera attached to this collision object. | |
| virtual iSceneNode * | GetAttachedSceneNode () const =0 |
| Get the iSceneNode attached to this collision object. Its transform will always coincide with the object's transform. | |
| virtual iCollider * | GetCollider () const =0 |
| Get the collider that defines this object's shape. | |
| virtual const csOrthoTransform & | GetColliderTransform () const =0 |
| Get the relative transform of the collider of this object. | |
| virtual iCollisionCallback * | GetCollisionCallback ()=0 |
| Get the collision response callback. | |
| virtual iCollisionGroup * | GetCollisionGroup () const =0 |
| Get the collision group of this object. | |
| virtual iCollisionObject * | GetContactObject (size_t index)=0 |
| Get the collision object in contact with this object at the given index. | |
| virtual size_t | GetContactObjectsCount ()=0 |
| Get the count of collision objects in contact with this object. | |
| virtual bool | GetDeactivable () const =0 |
| Get whether or not this object may be excluded from deactivation. | |
| virtual CollisionObjectType | GetObjectType () const =0 |
| Return the type of the collision object. | |
| virtual iCollisionSector * | GetSector () const =0 |
| Return the collision sector containing this object, or nullptr if it is not in a sector (therefore not currently part of the physical simulation). | |
| virtual csOrthoTransform | GetTransform () const =0 |
| Get the transform of this object. | |
| virtual HitBeamResult | HitBeam (const csVector3 &start, const csVector3 &end) const =0 |
| Follow a beam from start to end and return whether or not this body was hit. | |
| virtual iActor * | QueryActor ()=0 |
| Return the actor pointer if it's an actor, or nullptr. | |
| virtual iObject * | QueryObject (void)=0 |
| Return the underlying object. | |
| virtual CS::Physics::iPhysicalBody * | QueryPhysicalBody ()=0 |
| Return the physical body pointer if it's a physical body, or nullptr otherwise. | |
| virtual void | RebuildObject ()=0 |
| Rebuild this collision object. | |
| virtual void | SetAttachedCamera (iCamera *camera)=0 |
| Set the camera attached to this collision object. | |
| virtual void | SetAttachedSceneNode (iSceneNode *sceneNode)=0 |
| Set the iSceneNode attached to this collision object. Its transform will always coincide with the object's transform. | |
| virtual void | SetCollider (iCollider *collider, const csOrthoTransform &transform=csOrthoTransform())=0 |
| Set the collider that defines this object's shape. | |
| virtual void | SetColliderTransform (const csOrthoTransform &transform)=0 |
| Set the relative transform of the collider of this object. | |
| virtual void | SetCollisionCallback (iCollisionCallback *cb)=0 |
| Set a callback to be executed when this body collides with another. | |
| virtual void | SetCollisionGroup (iCollisionGroup *group)=0 |
| Set the collision group of this object. | |
| virtual void | SetDeactivable (bool d)=0 |
| Set whether or not this object may be excluded from deactivation. | |
| virtual void | SetRotation (const csMatrix3 &rot)=0 |
| Set the current rotation in angles around every axis and set to actor. | |
| virtual void | SetSector (iCollisionSector *sector)=0 |
| Put this object into the given collision sector. | |
| virtual void | SetTransform (const csOrthoTransform &trans)=0 |
| Set the transform of this object. | |
Detailed Description
This is the interface of a collision object.
It contains the collision information of the object.
Main creators of instances implementing this interface:
Main ways to get pointers to this interface:
- iCollisionSystem::GetCollisionObject()
Main users of this interface:
Definition at line 276 of file collisions.h.
Member Function Documentation
| virtual csPtr<iCollisionData> CS::Collisions::iCollisionObject::Collide | ( | iCollisionObject * | otherObject | ) | const [pure virtual] |
Test for the collisions with another collision object.
| virtual iCamera* CS::Collisions::iCollisionObject::GetAttachedCamera | ( | ) | const [pure virtual] |
Get the camera attached to this collision object.
| virtual iSceneNode* CS::Collisions::iCollisionObject::GetAttachedSceneNode | ( | ) | const [pure virtual] |
Get the iSceneNode attached to this collision object. Its transform will always coincide with the object's transform.
| virtual iCollider* CS::Collisions::iCollisionObject::GetCollider | ( | ) | const [pure virtual] |
Get the collider that defines this object's shape.
| virtual const csOrthoTransform& CS::Collisions::iCollisionObject::GetColliderTransform | ( | ) | const [pure virtual] |
Get the relative transform of the collider of this object.
| virtual iCollisionCallback* CS::Collisions::iCollisionObject::GetCollisionCallback | ( | ) | [pure virtual] |
Get the collision response callback.
| virtual iCollisionGroup* CS::Collisions::iCollisionObject::GetCollisionGroup | ( | ) | const [pure virtual] |
Get the collision group of this object.
| virtual iCollisionObject* CS::Collisions::iCollisionObject::GetContactObject | ( | size_t | index | ) | [pure virtual] |
Get the collision object in contact with this object at the given index.
| virtual size_t CS::Collisions::iCollisionObject::GetContactObjectsCount | ( | ) | [pure virtual] |
Get the count of collision objects in contact with this object.
| virtual bool CS::Collisions::iCollisionObject::GetDeactivable | ( | ) | const [pure virtual] |
Get whether or not this object may be excluded from deactivation.
| virtual CollisionObjectType CS::Collisions::iCollisionObject::GetObjectType | ( | ) | const [pure virtual] |
Return the type of the collision object.
| virtual iCollisionSector* CS::Collisions::iCollisionObject::GetSector | ( | ) | const [pure virtual] |
Return the collision sector containing this object, or nullptr if it is not in a sector (therefore not currently part of the physical simulation).
| virtual csOrthoTransform CS::Collisions::iCollisionObject::GetTransform | ( | ) | const [pure virtual] |
Get the transform of this object.
| virtual HitBeamResult CS::Collisions::iCollisionObject::HitBeam | ( | const csVector3 & | start, | |
| const csVector3 & | end | |||
| ) | const [pure virtual] |
Follow a beam from start to end and return whether or not this body was hit.
| virtual iActor* CS::Collisions::iCollisionObject::QueryActor | ( | ) | [pure virtual] |
Return the actor pointer if it's an actor, or nullptr.
| virtual iObject* CS::Collisions::iCollisionObject::QueryObject | ( | void | ) | [pure virtual] |
Return the underlying object.
| virtual CS::Physics::iPhysicalBody* CS::Collisions::iCollisionObject::QueryPhysicalBody | ( | ) | [pure virtual] |
Return the physical body pointer if it's a physical body, or nullptr otherwise.
| virtual void CS::Collisions::iCollisionObject::RebuildObject | ( | ) | [pure virtual] |
Rebuild this collision object.
| virtual void CS::Collisions::iCollisionObject::SetAttachedCamera | ( | iCamera * | camera | ) | [pure virtual] |
Set the camera attached to this collision object.
Its position will be updated automatically when this object is moved.
| virtual void CS::Collisions::iCollisionObject::SetAttachedSceneNode | ( | iSceneNode * | sceneNode | ) | [pure virtual] |
Set the iSceneNode attached to this collision object. Its transform will always coincide with the object's transform.
| virtual void CS::Collisions::iCollisionObject::SetCollider | ( | iCollider * | collider, | |
| const csOrthoTransform & | transform = csOrthoTransform() | |||
| ) | [pure virtual] |
Set the collider that defines this object's shape.
| virtual void CS::Collisions::iCollisionObject::SetColliderTransform | ( | const csOrthoTransform & | transform | ) | [pure virtual] |
Set the relative transform of the collider of this object.
| virtual void CS::Collisions::iCollisionObject::SetCollisionCallback | ( | iCollisionCallback * | cb | ) | [pure virtual] |
| virtual void CS::Collisions::iCollisionObject::SetCollisionGroup | ( | iCollisionGroup * | group | ) | [pure virtual] |
Set the collision group of this object.
| virtual void CS::Collisions::iCollisionObject::SetDeactivable | ( | bool | d | ) | [pure virtual] |
Set whether or not this object may be excluded from deactivation.
| virtual void CS::Collisions::iCollisionObject::SetRotation | ( | const csMatrix3 & | rot | ) | [pure virtual] |
Set the current rotation in angles around every axis and set to actor.
If a camera is used, set it to camera too.
| virtual void CS::Collisions::iCollisionObject::SetSector | ( | iCollisionSector * | sector | ) | [pure virtual] |
Put this object into the given collision sector.
The object will now be part of the physical simulation.
- Note:
- This is equivalent to a call to CS::Collisions::iCollisionSector::AddCollisionObject().
| virtual void CS::Collisions::iCollisionObject::SetTransform | ( | const csOrthoTransform & | trans | ) | [pure virtual] |
Set the transform of this object.
The documentation for this struct was generated from the following file:
- ivaria/collisions.h
Generated for Crystal Space 2.1 by doxygen 1.6.1
