| 
    Neo
    0.5.0
    
   Developer Documentation 
   | 
 
The PhysicsProperties class contains all physical properties an object can possibly possess. More...
#include <OEntity.h>
Public Member Functions | |
| PhysicsProperties (void) | |
| PhysicsProperties (const PhysicsProperties &physicsProperties) | |
| ~PhysicsProperties (void) | |
| void | deleteConstraint (void) | 
| Deletes the physics constraint from memory.  More... | |
| PhysicsConstraint * | createConstraint (void) | 
| PhysicsConstraint * | getConstraint (void) | 
| Retrieves a pointer to the physics constraint object.  More... | |
| void | setShapeId (unsigned int shapeId) | 
| Changes the physics shape ID that is given out by the physics context.  More... | |
| unsigned int | getShapeId (void) | 
| Retrieves the current physics ID.  More... | |
| void | setCollisionObjectId (unsigned int collisionObjectId) | 
| Changes the collision object ID used by the physics context.  More... | |
| unsigned int | getCollisionObjectId (void) | 
| Retrieves the current collision object ID that is used by the physics context.  More... | |
| void | setCollisionShape (COLLISION_SHAPE_TYPE collisionShape) | 
| Changes the collision shape used for collision detection.  More... | |
| COLLISION_SHAPE_TYPE | getCollisionShape (void) | 
| Retrieves the current collision shape that is used for collision detection.  More... | |
| void | setGhost (bool ghost) | 
| Sets the ghost property to the given value.  More... | |
| bool | isGhost (void) | 
| Checks if the given object is a physical "ghost".  More... | |
| void | setMass (float mass) | 
| Changes the mass.  More... | |
| float | getMass (void) | 
| Retrieves the mass of the object.  More... | |
| void | setFriction (float friction) | 
| Changes the friction coefficient used for calculations.  More... | |
| float | getFriction (void) | 
| Retrieves the current friction value.  More... | |
| void | setRestitution (float restitution) | 
| Changes the restitution coefficient used for calculations.  More... | |
| float | getRestitution (void) | 
| Retrieves the current restitution value.  More... | |
| void | setLinearDamping (float linearDamping) | 
| Changes the linear damping coefficient used for calculations.  More... | |
| float | getLinearDamping (void) | 
| Retrieves the current linear damping value.  More... | |
| void | setAngularDamping (float angularDamping) | 
| Changes the angular damping coefficient used for calculations.  More... | |
| float | getAngularDamping (void) | 
| Retrieves the current angular damping value.  More... | |
| void | setAngularFactor (float angularFactor) | 
| Changes the angular factor coefficient used for calculations.  More... | |
| float | getAngularFactor (void) | 
| Retrieves the current angular factor value.  More... | |
| void | setLinearFactor (const Vector3 &linearFactor) | 
| Changes the linear factor coefficient used for calculations.  More... | |
| Vector3 * | getLinearFactor (void) | 
| Retrieves the current linear factor value.  More... | |
The PhysicsProperties class contains all physical properties an object can possibly possess.
| Neo::PhysicsProperties::PhysicsProperties | ( | void | ) | 
| Neo::PhysicsProperties::PhysicsProperties | ( | const PhysicsProperties & | physicsProperties | ) | 
| Neo::PhysicsProperties::~PhysicsProperties | ( | void | ) | 
| PhysicsConstraint* Neo::PhysicsProperties::createConstraint | ( | void | ) | 
| void Neo::PhysicsProperties::deleteConstraint | ( | void | ) | 
Deletes the physics constraint from memory.
      
  | 
  inline | 
Retrieves the current angular damping value.
      
  | 
  inline | 
Retrieves the current angular factor value.
      
  | 
  inline | 
Retrieves the current collision object ID that is used by the physics context.
      
  | 
  inline | 
Retrieves the current collision shape that is used for collision detection.
      
  | 
  inline | 
Retrieves a pointer to the physics constraint object.
      
  | 
  inline | 
Retrieves the current friction value.
      
  | 
  inline | 
Retrieves the current linear damping value.
      
  | 
  inline | 
Retrieves the current linear factor value.
      
  | 
  inline | 
      
  | 
  inline | 
Retrieves the current restitution value.
      
  | 
  inline | 
Retrieves the current physics ID.
      
  | 
  inline | 
Checks if the given object is a physical "ghost".
A ghost is an object that has physical properties in a scene but does not actively react to collisions. This property is useful for implementing triggers and items that detect collision but do not react with the player.
      
  | 
  inline | 
Changes the angular damping coefficient used for calculations.
| restitution | The new value. | 
      
  | 
  inline | 
Changes the angular factor coefficient used for calculations.
| restitution | The new value. | 
      
  | 
  inline | 
Changes the collision object ID used by the physics context.
| collisionObjectId | The new collision object ID. | 
      
  | 
  inline | 
Changes the collision shape used for collision detection.
| collisionShape | The new shape. | 
      
  | 
  inline | 
Changes the friction coefficient used for calculations.
| friction | The new value. | 
      
  | 
  inline | 
      
  | 
  inline | 
Changes the linear damping coefficient used for calculations.
| restitution | The new value. | 
      
  | 
  inline | 
Changes the linear factor coefficient used for calculations.
| restitution | The new value. | 
      
  | 
  inline | 
Changes the mass.
The mass of an object is needed for it to react to physical collisions. If the mass is set to 0 the object will be static and will not react to any collision or force applied to it.
| mass | The new mass. | 
      
  | 
  inline | 
Changes the restitution coefficient used for calculations.
| restitution | The new value. | 
      
  | 
  inline | 
Changes the physics shape ID that is given out by the physics context.
| shapeID | The new shape ID. |