CrystalSpace

Public API Reference

CS::Debug::iDynamicSystemDebugger Struct Reference

A class to help visualization and debugging of physical simulations made through the iDynamicSystem plugin. More...

#include <ivaria/dynamicsdebug.h>

Inheritance diagram for CS::Debug::iDynamicSystemDebugger:

List of all members.

Public Member Functions

virtual void SetBodyStateMaterial (CS::Physics::Bullet::BodyState state, iMaterialWrapper *material)=0
 Set the material to be used for the colliders of the rigid bodies that are in the given state.
virtual void SetDebugDisplayMode (bool debugMode)=0
 Set whether the debug mode is active or not.
virtual void SetDebugSector (iSector *sector)=0
 Set the iSector where reside the meshes animated by the dynamic simulation.
virtual void SetDynamicBodyMaterial (iMaterialWrapper *material)=0
 Set the material to be used for the colliders of the rigid bodies that are in 'dynamic' state.
virtual void SetDynamicSystem (iDynamicSystem *system)=0
 Set the dynamic system that has to be debugged.
virtual void SetStaticBodyMaterial (iMaterialWrapper *material)=0
 Set the material to be used for the colliders of the rigid bodies that are in 'static' state.
virtual void UpdateDisplay ()=0
 Update the list of colliders that are displayed.

Detailed Description

A class to help visualization and debugging of physical simulations made through the iDynamicSystem plugin.

Definition at line 57 of file dynamicsdebug.h.


Member Function Documentation

virtual void CS::Debug::iDynamicSystemDebugger::SetBodyStateMaterial ( CS::Physics::Bullet::BodyState  state,
iMaterialWrapper material 
) [pure virtual]

Set the material to be used for the colliders of the rigid bodies that are in the given state.

If 0 is passed then the rigid bodies in the given state won't be displayed. If this method is not used, then a default blue colored material will be used.

virtual void CS::Debug::iDynamicSystemDebugger::SetDebugDisplayMode ( bool  debugMode  )  [pure virtual]

Set whether the debug mode is active or not.

If active, then all the meshes attached to a iRigidBody will be replaced by a new mesh with the size and transform of the bodies' colliders. It allows to see what is really happening at the physical simulation level.

Parameters:
debugMode True to activate the debug mode, false to set back the initial meshes.
virtual void CS::Debug::iDynamicSystemDebugger::SetDebugSector ( iSector sector  )  [pure virtual]

Set the iSector where reside the meshes animated by the dynamic simulation.

virtual void CS::Debug::iDynamicSystemDebugger::SetDynamicBodyMaterial ( iMaterialWrapper material  )  [pure virtual]

Set the material to be used for the colliders of the rigid bodies that are in 'dynamic' state.

If 0 is passed then the rigid bodies in 'dynamic' state won't be displayed. If this method is not used, then a default green colored material will be used.

virtual void CS::Debug::iDynamicSystemDebugger::SetDynamicSystem ( iDynamicSystem system  )  [pure virtual]

Set the dynamic system that has to be debugged.

virtual void CS::Debug::iDynamicSystemDebugger::SetStaticBodyMaterial ( iMaterialWrapper material  )  [pure virtual]

Set the material to be used for the colliders of the rigid bodies that are in 'static' state.

If 0 is passed then the rigid bodies in 'static' state won't be displayed. If this method is not used, then a default red colored material will be used.

virtual void CS::Debug::iDynamicSystemDebugger::UpdateDisplay (  )  [pure virtual]

Update the list of colliders that are displayed.

Call this when you have added or removed some dynamic bodies to/from the dynamic system.


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

Generated for Crystal Space 2.1 by doxygen 1.6.1