CEL

Public API Reference

Main Page | Class Hierarchy | Alphabetical List | Class List | Directories | File List | Class Members

iPcDynamicBody Struct Reference

A dynamic body. More...

#include <propclass/dynmove.h>

List of all members.

Public Member Functions

virtual void SetMesh (iPcMesh *mesh)=0
 Set the mesh which this body will control.
virtual iPcMeshGetMesh ()=0
 Get the mesh.
virtual void SetDynamicSystem (iPcDynamicSystem *dynsys)=0
 Set the dynamic system to use.
virtual iPcDynamicSystemGetDynamicSystem ()=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

virtual void iPcDynamicBody::AddForceDuration const csVector3 &  force,
float  seconds
[pure virtual]
 

During the specified time (in seconds) add the force every step.

virtual void iPcDynamicBody::AddForceFrame const csVector3 &  force  )  [pure virtual]
 

During the next frame add the force every step.

virtual void iPcDynamicBody::AddForceOnce const csVector3 &  force  )  [pure virtual]
 

Add a force once to the given object.

virtual void iPcDynamicBody::AttachColliderBox const csVector3 &  size,
const csOrthoTransform &  trans
[pure virtual]
 

Create a box rigid body.

virtual void iPcDynamicBody::AttachColliderCylinder float  length,
float  radius,
const csOrthoTransform &  trans
[pure virtual]
 

Create a cylinder rigid body.

virtual void iPcDynamicBody::AttachColliderMesh  )  [pure virtual]
 

Create a mesh rigid body.

virtual void iPcDynamicBody::AttachColliderPlane const csPlane3 &  plane  )  [pure virtual]
 

Create a plane rigid body.

virtual void iPcDynamicBody::AttachColliderSphere float  radius,
const csVector3 &  offset
[pure virtual]
 

Create a sphere rigid body.

virtual void iPcDynamicBody::ClearForces  )  [pure virtual]
 

Clear the permanent forces on this body.

virtual iRigidBody* iPcDynamicBody::GetBody  )  [pure virtual]
 

Get the rigid body.

virtual iPcDynamicSystem* iPcDynamicBody::GetDynamicSystem  )  [pure virtual]
 

Get the dynamic system.

virtual iPcMesh* iPcDynamicBody::GetMesh  )  [pure virtual]
 

Get the mesh.

virtual bool iPcDynamicBody::IsStatic  )  const [pure virtual]
 

Return true if static.

virtual void iPcDynamicBody::MakeStatic bool  stat  )  [pure virtual]
 

Make static.

virtual void iPcDynamicBody::SetDynamicSystem iPcDynamicSystem dynsys  )  [pure virtual]
 

Set the dynamic system to use.

This is required.

virtual void iPcDynamicBody::SetMesh iPcMesh mesh  )  [pure virtual]
 

Set the mesh which this body will control.

If not called then this property class will automatically look for 'pcmesh'.

virtual void iPcDynamicBody::SetParameters float  friction,
float  density,
float  elasticity,
float  softness,
float  mass
[pure virtual]
 

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:
Generated for CEL: Crystal Entity Layer by doxygen 1.4.4