iDynamics Struct Reference
This is the interface for the actual plugin. More...
Public Member Functions
|virtual void||AddStepCallback (iDynamicsStepCallback *callback)=0|
|Add a callback to be executed when the dynamic simulation is being stepped. |
|virtual csPtr< iDynamicSystem >||CreateSystem ()=0|
|Create a dynamic system and start its simulation. |
|virtual iDynamicSystem *||FindSystem (const char *name)=0|
|Find a system by name. |
|virtual void||RemoveStepCallback (iDynamicsStepCallback *callback)=0|
|Remove dynamics step callback. |
|virtual void||RemoveSystem (iDynamicSystem *system)=0|
|Remove the dynamic system from the simulation. |
|virtual void||RemoveSystems ()=0|
|Remove all dynamic systems from the simulation. |
|virtual void||Step (float stepsize)=0|
|Step the simulation forward by stepsize milliseconds. |
This is the interface for the actual plugin.
It is responsible for creating iDynamicSystem.
Main creators of instances implementing this interface:
- ODE Physics plugin (crystalspace.dynamics.ode)
Main ways to get pointers to this interface:
Main users of this interface:
- Dynamics loader plugin (crystalspace.dynamics.loader)
- See also:
Member Function Documentation
|virtual void iDynamics::AddStepCallback||(||iDynamicsStepCallback *||callback||)||
Add a callback to be executed when the dynamic simulation is being stepped.
Create a dynamic system and start its simulation.
|virtual iDynamicSystem* iDynamics::FindSystem||(||const char *||name||)||
Find a system by name.
|virtual void iDynamics::RemoveStepCallback||(||iDynamicsStepCallback *||callback||)||
Remove dynamics step callback.
|virtual void iDynamics::RemoveSystem||(||iDynamicSystem *||system||)||
Remove the dynamic system from the simulation.
|virtual void iDynamics::RemoveSystems||(||)||
Remove all dynamic systems from the simulation.
|virtual void iDynamics::Step||(||float||stepsize||)||
Step the simulation forward by stepsize milliseconds.
If the physics engine is ODE, then you must take care of calling the update of the dynamic simulation with a constant step time, otherwise the stability of the simulation might suffer. The Bullet plugin doesn't have the same problem because it uses a constant step time on its own.
The documentation for this struct was generated from the following file:
Generated for Crystal Space 2.1 by doxygen 1.6.1