iPcMechanicsObject Struct Reference
A dynamic body. More...
#include <propclass/mechsys.h>
Public Member Functions | |
virtual void | SetMesh (iPcMesh *mesh)=0 |
Set the mesh which this body will control. | |
virtual iPcMesh * | GetMesh ()=0 |
Get the associated mesh property class. | |
virtual void | SetMechanicsSystem (iPcMechanicsSystem *mechsys)=0 |
Set the mechanics system to use. | |
virtual iPcMechanicsSystem * | GetMechanicsSystem ()=0 |
Get the associated mechanics system. | |
virtual iRigidBody * | GetBody ()=0 |
Get the associated rigid body. | |
virtual void | SetFriction (float friction)=0 |
Set the object's friction. | |
virtual void | SetMass (float mass)=0 |
Set the object's mass. | |
virtual void | SetElasticity (float elasticity)=0 |
Set the object's elasticity. | |
virtual void | SetDensity (float density)=0 |
Set the object's density. | |
virtual void | SetSoftness (float softness)=0 |
Set the object's softness. | |
virtual void | SetLift (const csVector3 &lift)=0 |
Set the object's lift. | |
virtual void | SetDrag (float drag)=0 |
Set the object's drag. | |
virtual float | GetFriction ()=0 |
Get the object's friction. | |
virtual float | GetMass ()=0 |
Get the object's mass. | |
virtual float | GetElasticity ()=0 |
Get the object's elasticity. | |
virtual float | GetDensity ()=0 |
Get the object's density. | |
virtual float | GetSoftness ()=0 |
Get the object's softness. | |
virtual const csVector3 & | GetLift ()=0 |
Get the object's lift. | |
virtual float | GetDrag ()=0 |
Get the object's drag. | |
virtual void | SetLinearVelocity (const csVector3 &vel)=0 |
Set the initial linear velocity (movement) of the object. | |
virtual void | SetAngularVelocity (const csVector3 &vel)=0 |
Set the initial angular velocity (rotation) of the object. | |
virtual const csVector3 | GetLinearVelocity ()=0 |
Get the current linear velocity (movement) of the object. | |
virtual const csVector3 | GetAngularVelocity ()=0 |
Get the current angular velocity (rotation) of the object. | |
virtual void | MakeStatic (bool stat)=0 |
Make static. | |
virtual bool | IsStatic () const =0 |
Return true if static. | |
virtual void | AttachColliderSphere (float radius, const csVector3 &offset)=0 |
Create a sphere collider for this object. | |
virtual void | AttachColliderCylinder (float length, float radius, const csOrthoTransform &trans)=0 |
Create a cylinder collider for this object. | |
virtual void | AttachColliderBox (const csVector3 &size, const csOrthoTransform &trans)=0 |
Create a box collider for this object. | |
virtual void | AttachColliderPlane (const csPlane3 &plane)=0 |
Create a plane collider for this object. | |
virtual void | AttachColliderMesh ()=0 |
Create a mesh collider for this object from the attached iPcMesh. | |
virtual void | AddForceOnce (const csVector3 &force, bool relative, const csVector3 &position)=0 |
Add a force once to the given object. | |
virtual void | AddForceDuration (const csVector3 &force, bool relative, const csVector3 &position, float seconds)=0 |
During the specified time (in seconds) add the force every step. | |
virtual void | AddForceFrame (const csVector3 &force, bool relative, const csVector3 &position)=0 |
During the next frame add the force every step. | |
virtual void | AddForceTagged (const csVector3 &force, bool relative, const csVector3 &position, uint32 &forceid)=0 |
Add a force with the given tag, to be manually removed later. | |
virtual void | RemoveForceTagged (uint32 forceid)=0 |
Remove the force with the given tag. | |
virtual void | ClearForces ()=0 |
Clear the permanent forces on this body. | |
virtual void | AddToGroup (const char *group)=0 |
Add this body to the specified group. | |
virtual void | RemoveFromGroup (const char *group)=0 |
Remove this body from the specified group. | |
virtual iJoint * | CreateJoint (iPcMechanicsObject *other)=0 |
Create a joint between this object and another. |
Detailed Description
A dynamic body.This property class can send out the following messages to the behaviour (add prefix 'cel.parameter.' to get the ID for parameters):
- pcdynamicbody_collision: an entity has collided with this entity.
Definition at line 198 of file mechsys.h.
Member Function Documentation
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During the specified time (in seconds) add the force every step.
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During the next frame add the force every step.
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Add a force once to the given object.
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Add a force with the given tag, to be manually removed later.
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Add this body to the specified group.
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Create a box collider for this object.
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Create a cylinder collider for this object.
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Create a mesh collider for this object from the attached iPcMesh.
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Create a plane collider for this object.
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Create a sphere collider for this object.
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Clear the permanent forces on this body.
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Create a joint between this object and another.
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Get the current angular velocity (rotation) of the object.
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Get the associated rigid body.
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Get the object's density. Must be called before Attach..., otherwise defaults to 1. |
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Get the object's drag. Must be called before Attach..., otherwise defaults to 0. |
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Get the object's elasticity. Must be called before Attach..., otherwise defaults to 0. |
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Get the object's friction. Must be called before Attach..., otherwise defaults to 1. |
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Get the object's lift. Must be called before Attach..., otherwise defaults to 0. |
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Get the current linear velocity (movement) of the object.
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Get the object's mass. Must be called before Attach..., otherwise defaults to 1. |
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Get the associated mechanics system.
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Get the associated mesh property class.
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Get the object's softness. Must be called before Attach..., otherwise defaults to 0. |
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Return true if static.
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Make static.
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Remove the force with the given tag.
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Remove this body from the specified group.
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Set the initial angular velocity (rotation) of the object.
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Set the object's density. Must be called before Attach..., otherwise defaults to 1.
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Set the object's drag. Must be called before Attach..., otherwise defaults to 0.
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Set the object's elasticity. Must be called before Attach..., otherwise defaults to 0.
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Set the object's friction. Must be called before Attach..., otherwise defaults to 1.
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Set the object's lift. Must be called before Attach..., otherwise defaults to 0.
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Set the initial linear velocity (movement) of the object.
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Set the object's mass. Must be called before Attach..., otherwise defaults to 1.
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Set the mechanics system to use. If you don't do this then the object will look in the object registry for a suitable mechanics system.
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Set the mesh which this body will control. If not called then this property class will automatically look for 'pcmesh'.
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Set the object's softness. Must be called before Attach..., otherwise defaults to 0.
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The documentation for this struct was generated from the following file:
- propclass/mechsys.h
Generated for CEL: Crystal Entity Layer by doxygen 1.4.4