CrystalSpace

Public API Reference

CS::Physics::Bullet::iRigidBody Struct Reference

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

#include <ivaria/bullet.h>

Inheritance diagram for CS::Physics::Bullet::iRigidBody:

List of all members.

Public Member Functions

virtual BodyState GetDynamicState () const =0
 Return the current state of the body.
virtual iKinematicCallbackGetKinematicCallback ()=0
 Get the callback used to update the transform of the kinematic body.
virtual float GetLinearDampener () const =0
 Get the linear dampener for this rigid body.
virtual float GetRollingDampener () const =0
 Get the angular dampener for this rigid body.
virtual void MakeKinematic ()=0
 Set a body in the kinematic state, ie the motion of the body is controlled by you, but it interacts with the dynamic simulation.
virtual void SetDynamicState (BodyState state)=0
 Set the current state of the body.
virtual void SetKinematicCallback (iKinematicCallback *callback)=0
 Set the callback to be used to update the transform of the kinematic body.
virtual void SetLinearDampener (float d)=0
 Set the linear dampener for this rigid body.
virtual void SetRollingDampener (float d)=0
 Set the angular dampener for this rigid body.

Detailed Description

The Bullet implementation of iRigidBody also implements this interface.

See also:
iRigidBody CS::Physics::Bullet::iSoftBody

Definition at line 642 of file bullet.h.


Member Function Documentation

virtual BodyState CS::Physics::Bullet::iRigidBody::GetDynamicState (  )  const [pure virtual]

Return the current state of the body.

virtual iKinematicCallback* CS::Physics::Bullet::iRigidBody::GetKinematicCallback (  )  [pure virtual]

Get the callback used to update the transform of the kinematic body.

virtual float CS::Physics::Bullet::iRigidBody::GetLinearDampener (  )  const [pure virtual]

Get the linear dampener for this rigid body.

virtual float CS::Physics::Bullet::iRigidBody::GetRollingDampener (  )  const [pure virtual]

Get the angular dampener for this rigid body.

virtual void CS::Physics::Bullet::iRigidBody::MakeKinematic (  )  [pure virtual]

Set a body in the kinematic state, ie the motion of the body is controlled by you, but it interacts with the dynamic simulation.

You may need to set a callback with SetKinematicCallback() to let the dynamic system know how to update the transform of the body.

See also:
SetDynamicState() iRigidBody::MakeStatic() iRigidBody::MakeDynamic()
virtual void CS::Physics::Bullet::iRigidBody::SetDynamicState ( BodyState  state  )  [pure virtual]

Set the current state of the body.

See also:
iRigidBody::MakeStatic() iRigidBody::MakeDynamic() MakeKinematic()
virtual void CS::Physics::Bullet::iRigidBody::SetKinematicCallback ( iKinematicCallback callback  )  [pure virtual]

Set the callback to be used to update the transform of the kinematic body.

If no callback are provided then the dynamic system will use a default one.

virtual void CS::Physics::Bullet::iRigidBody::SetLinearDampener ( float  d  )  [pure virtual]

Set the linear dampener for this rigid body.

The dampening correspond to how much the movements of the objects will be reduced. It is a value between 0 and 1, giving the ratio of speed that will be reduced in one second. 0 means that the movement will not be reduced, while 1 means that the object will not move. The default value is 0.

See also:
iDynamicSystem::SetLinearDampener()
virtual void CS::Physics::Bullet::iRigidBody::SetRollingDampener ( float  d  )  [pure virtual]

Set the angular dampener for this rigid body.

The dampening correspond to how much the movements of the objects will be reduced. It is a value between 0 and 1, giving the ratio of speed that will be reduced in one second. 0 means that the movement will not be reduced, while 1 means that the object will not move. The default value is 0.

See also:
iDynamicSystem::SetRollingDampener()

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

Generated for Crystal Space 2.0 by doxygen 1.6.1