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Neo
0.5.0
Developer Documentation
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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.
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Retrieves the current angular damping value.
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Retrieves the current angular factor value.
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Retrieves the current collision object ID that is used by the physics context.
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Retrieves the current collision shape that is used for collision detection.
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Retrieves a pointer to the physics constraint object.
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Retrieves the current friction value.
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Retrieves the current linear damping value.
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Retrieves the current linear factor value.
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Retrieves the current restitution value.
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Retrieves the current physics ID.
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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.
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Changes the angular damping coefficient used for calculations.
| restitution | The new value. |
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Changes the angular factor coefficient used for calculations.
| restitution | The new value. |
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Changes the collision object ID used by the physics context.
| collisionObjectId | The new collision object ID. |
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Changes the collision shape used for collision detection.
| collisionShape | The new shape. |
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Changes the friction coefficient used for calculations.
| friction | The new value. |
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Changes the linear damping coefficient used for calculations.
| restitution | The new value. |
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Changes the linear factor coefficient used for calculations.
| restitution | The new value. |
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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. |
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Changes the restitution coefficient used for calculations.
| restitution | The new value. |
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Changes the physics shape ID that is given out by the physics context.
| shapeID | The new shape ID. |