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ODEPhysicsController Class Reference

#include <OdePhysicsController.h>

Inheritance diagram for ODEPhysicsController:

PHY_IPhysicsController KX_OdePhysicsController

List of all members.

Detailed Description

OdePhysicsController.h,v 1.5 2004/03/22 22:02:07 jesterking Exp


The contents of this file may be used under the terms of either the GNU General Public License Version 2 or later (the "GPL", see http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or later (the "BL", see http://www.blender.org/BL/ ) which has to be bought from the Blender Foundation to become active, in which case the above mentioned GPL option does not apply.

The Original Code is Copyright (C) 2002 by NaN Holding BV. All rights reserved.

The Original Code is: all of this file.

Contributor(s): none yet.

***** END GPL/BL DUAL LICENSE BLOCK ***** ODE Physics Controller, a special kind of a PhysicsController. A Physics Controller is a special kind of Scene Graph Transformation Controller. Each time the scene graph get's updated, the controller get's a chance in the 'Update' method to reflect changes.

Definition at line 35 of file OdePhysicsController.h.

Public Member Functions

virtual void ApplyForce (float forceX, float forceY, float forceZ, bool local)
virtual void applyImpulse (float attachX, float attachY, float attachZ, float impulseX, float impulseY, float impulseZ)
virtual void ApplyTorque (float torqueX, float torqueY, float torqueZ, bool local)
virtual void * getClientInfo ()
float getFriction ()
virtual void GetLinearVelocity (float &linvX, float &linvY, float &linvZ)
virtual float getMass ()
struct dxBody * GetOdeBodyId ()
virtual void getOrientation (float &quatImag0, float &quatImag1, float &quatImag2, float &quatReal)
virtual void getReactionForce (float &forceX, float &forceY, float &forceZ)
float getRestitution ()
virtual void GetVelocity (const float posX, const float posY, const float posZ, float &linvX, float &linvY, float &linvZ)
 ODEPhysicsController (bool dyna, bool fullRigidBody, bool phantom, class PHY_IMotionState *motionstate, struct dxSpace *space, struct dxWorld *world, float mass, float friction, float restitution, bool implicitsphere, float center[3], float extends[3], float radius)
virtual void PostProcessReplica (class PHY_IMotionState *motionstate, class PHY_IPhysicsController *parentctrl)
virtual void RelativeRotate (const float drot[12], bool local)=0
virtual void RelativeRotate (const float drot[9], bool local)
virtual void RelativeTranslate (float dlocX, float dlocY, float dlocZ, bool local)
virtual void resolveCombinedVelocities (const MT_Vector3 &lin_vel, const MT_Vector3 &ang_vel)=0
virtual void RestoreDynamics ()
virtual void SetActive (bool active)
virtual void SetAngularVelocity (float ang_velX, float ang_velY, float ang_velZ, bool local)
virtual void setClientInfo (void *clientinfo)
virtual void SetLinearVelocity (float lin_velX, float lin_velY, float lin_velZ, bool local)
virtual void setOrientation (float quatImag0, float quatImag1, float quatImag2, float quatReal)
virtual void setPosition (float posX, float posY, float posZ)
virtual void setRigidBody (bool rigid)
virtual void setScaling (float scaleX, float scaleY, float scaleZ)
virtual void SetSimulatedTime (float time)
virtual void SuspendDynamics ()
virtual bool SynchronizeMotionStates (float time)
virtual void WriteDynamicsToMotionState ()
virtual void WriteMotionStateToDynamics (bool nondynaonly)

Public Attributes

void * m_clientInfo

Private Attributes

bool m_bFullRigidBody
bool m_bKinematic
struct dxBody * m_bodyId
bool m_bPhantom
bool m_bPrevKinematic
float m_center [3]
float m_extends [3]
bool m_firstTime
float m_friction
struct dxGeom * m_geomId
bool m_implicitsphere
float m_lastTime
float m_mass
class PHY_IMotionStatem_MotionState
bool m_OdeDyna
bool m_OdeSuspendDynamics
float m_radius
float m_restitution
struct dxSpace * m_space
struct dxWorld * m_world

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

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