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Public API Reference |
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The Bullet implementation of iRigidBody also implements this interface. More...
#include <ivaria/bullet.h>
Public Member Functions | |
virtual BodyState | GetDynamicState () const =0 |
Return the current state of the body. | |
virtual iKinematicCallback * | GetKinematicCallback ()=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. |
The Bullet implementation of iRigidBody also implements this interface.
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.
virtual void CS::Physics::Bullet::iRigidBody::SetDynamicState | ( | BodyState | state | ) | [pure virtual] |
Set the current state of the body.
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.
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.