iPcDynamicBody Struct Reference
A dynamic body. More...
#include <propclass/dynmove.h>
Public Member Functions | |
virtual void | SetMesh (iPcMesh *mesh)=0 |
Set the mesh which this body will control. | |
virtual iPcMesh * | GetMesh ()=0 |
Get the mesh. | |
virtual void | SetDynamicSystem (iPcDynamicSystem *dynsys)=0 |
Set the dynamic system to use. | |
virtual iPcDynamicSystem * | GetDynamicSystem ()=0 |
Get the dynamic system. | |
virtual iRigidBody * | GetBody ()=0 |
Get the rigid body. | |
virtual void | SetParameters (float friction, float density, float elasticity, float softness, float mass)=0 |
Setup various parameters for the collider. | |
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 rigid body. | |
virtual void | AttachColliderCylinder (float length, float radius, const csOrthoTransform &trans)=0 |
Create a cylinder rigid body. | |
virtual void | AttachColliderBox (const csVector3 &size, const csOrthoTransform &trans)=0 |
Create a box rigid body. | |
virtual void | AttachColliderPlane (const csPlane3 &plane)=0 |
Create a plane rigid body. | |
virtual void | AttachColliderMesh ()=0 |
Create a mesh rigid body. | |
virtual void | AddForceOnce (const csVector3 &force)=0 |
Add a force once to the given object. | |
virtual void | AddForceDuration (const csVector3 &force, float seconds)=0 |
During the specified time (in seconds) add the force every step. | |
virtual void | AddForceFrame (const csVector3 &force)=0 |
During the next frame add the force every step. | |
virtual void | ClearForces ()=0 |
Clear the permanent forces on this body. |
Detailed Description
A dynamic body.
Definition at line 83 of file dynmove.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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Create a box rigid body.
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Create a cylinder rigid body.
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Create a mesh rigid body.
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Create a plane rigid body.
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Create a sphere rigid body.
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Clear the permanent forces on this body.
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Get the rigid body.
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Get the dynamic system.
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Get the mesh.
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Return true if static.
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Make static.
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Set the dynamic system to use. This is required. |
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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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Setup various parameters for the collider. You must call this before calling Attach.... otherwise you just get the defaults (friction=1, mass=1, elasticity=0, density=1, softness=0). |
The documentation for this struct was generated from the following file:
- propclass/dynmove.h
Generated for CEL: Crystal Entity Layer by doxygen 1.4.4