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PHY_IPhysicsEnvironment Class Reference

#include <PHY_IPhysicsEnvironment.h>

Inheritance diagram for PHY_IPhysicsEnvironment:

CcdPhysicsEnvironment DummyPhysicsEnvironment ODEPhysicsEnvironment SumoPhysicsEnvironment

List of all members.


Detailed Description

Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.) A derived class may be able to 'construct' entities by loading and/or converting

Definition at line 41 of file PHY_IPhysicsEnvironment.h.


Public Member Functions

virtual void addSensor (PHY_IPhysicsController *ctrl)=0
virtual void addTouchCallback (int response_class, PHY_ResponseCallback callback, void *user)=0
virtual void beginFrame ()=0
virtual PHY_IPhysicsControllerCreateConeController (float coneradius, float coneheight)=0
virtual int createConstraint (class PHY_IPhysicsController *ctrl, class PHY_IPhysicsController *ctrl2, PHY_ConstraintType type, float pivotX, float pivotY, float pivotZ, float axis0X, float axis0Y, float axis0Z, float axis1X=0, float axis1Y=0, float axis1Z=0, float axis2X=0, float axis2Y=0, float axis2Z=0)=0
virtual PHY_IPhysicsControllerCreateSphereController (float radius, const PHY__Vector3 &position)=0
virtual void endFrame ()=0
virtual float getAppliedImpulse (int constraintid)
virtual float getFixedTimeStep ()=0
virtual PHY_IVehicle * getVehicleConstraint (int constraintId)=0
virtual bool proceedDeltaTime (double curTime, float timeStep)=0
 Perform an integration step of duration 'timeStep'.
virtual PHY_IPhysicsControllerrayTest (PHY_IPhysicsController *ignoreClient, float fromX, float fromY, float fromZ, float toX, float toY, float toZ, float &hitX, float &hitY, float &hitZ, float &normalX, float &normalY, float &normalZ)=0
virtual void removeConstraint (int constraintid)=0
virtual void removeSensor (PHY_IPhysicsController *ctrl)=0
virtual void requestCollisionCallback (PHY_IPhysicsController *ctrl)=0
virtual void setCcdMode (int ccdMode)
 continuous collision detection mode, very experimental for Bullet
virtual void setConstraintParam (int constraintId, int param, float value, float value1)=0
virtual void setContactBreakingTreshold (float contactBreakingTreshold)
 setContactBreakingTreshold sets tresholds to do with contact point management
virtual void setDeactivationAngularTreshold (float angTresh)
 setDeactivationAngularTreshold sets the angular velocity treshold, see setDeactivationTime
virtual void setDeactivationLinearTreshold (float linTresh)
 setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime
virtual void setDeactivationTime (float dTime)
 setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated
virtual void setDebugMode (int debugMode)
 setDebugMode is used to support several ways of debug lines, contact point visualization
virtual void setFixedTimeStep (bool useFixedTimeStep, float fixedTimeStep)=0
virtual void setGravity (float x, float y, float z)=0
virtual void setLinearAirDamping (float damping)
 linear air damping for rigidbodies
virtual void setNumIterations (int numIter)
 setNumIterations set the number of iterations for iterative solvers
virtual void setNumTimeSubSteps (int numTimeSubSteps)
 setNumTimeSubSteps set the number of divisions of the timestep. Tradeoff quality versus performance.
virtual void setSolverDamping (float damping)
 setDamping sets the damper constant of a penalty based solver
virtual void setSolverSorConstant (float sor)
 successive overrelaxation constant, in case PSOR is used, values in between 1 and 2 guarantee converging behaviour
virtual void setSolverTau (float tau)
 setTau sets the spring constant of a penalty based solver
virtual void setSolverType (int solverType)
 setSolverType, internal setting, chooses solvertype, PSOR, Dantzig, impulse based, penalty based
virtual void setUseEpa (bool epa)
 penetrationdepth setting
virtual ~PHY_IPhysicsEnvironment ()

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

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