Represents a rigid body, holding a void pointer to an underlying implementation.
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#include <physenv.h>
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| RigidBody (std::string name, void *body) |
| Constructor.
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| ~RigidBody () |
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yourgame::math::Trafo | getTrafo () |
| Get transform (Trafo) calculated from rigid body.
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void | setTrafo (yourgame::math::Trafo trafo) |
| Set transform (Trafo) of rigid body.
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void | setRestitution (float restitution) |
| Set the restitution of the rigid body.
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void | setFriction (float friction) |
| Set the friction of the rigid body.
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void | setSleepingThresholds (float linear, float angular) |
| Set the Sleeping Thresholds of the rigid body.
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void | setLinearFactors (float x, float y, float z) |
| Set the Linear Factors (x,y,z) of the rigid body.
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void | setAngularFactor (float angFac) |
| Set the Angular Factor of the rigid body.
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void | setAngularFactors (float x, float y, float z) |
| Set the Angular Factors (x,y,z) of the rigid body.
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void | applyCentralForce (float x, float y, float z) |
| Apply central force to the rigid body.
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void | applyCentralImpulse (float x, float y, float z) |
| Apply central impulse to the rigid body.
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Represents a rigid body, holding a void pointer to an underlying implementation.
◆ RigidBody()
yourgame::util::RigidBody::RigidBody |
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std::string |
name, |
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void * |
body |
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) |
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inline |
Constructor.
- Parameters
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name | name of the rigid body |
body | pointer to the underlying implementation |
◆ ~RigidBody()
yourgame::util::RigidBody::~RigidBody |
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◆ applyCentralForce()
void yourgame::util::RigidBody::applyCentralForce |
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float |
x, |
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float |
y, |
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float |
z |
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) |
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Apply central force to the rigid body.
- Parameters
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x | x-component of force vector |
y | y-component of force vector |
z | z-component of force vector |
◆ applyCentralImpulse()
void yourgame::util::RigidBody::applyCentralImpulse |
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float |
x, |
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float |
y, |
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float |
z |
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) |
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Apply central impulse to the rigid body.
- Parameters
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x | x-component of impulse vector |
y | y-component of impulse vector |
z | z-component of impulse vector |
◆ getTrafo()
Get transform (Trafo) calculated from rigid body.
- Returns
- Trafo object
◆ setAngularFactor()
void yourgame::util::RigidBody::setAngularFactor |
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float |
angFac | ) |
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Set the Angular Factor of the rigid body.
- Parameters
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◆ setAngularFactors()
void yourgame::util::RigidBody::setAngularFactors |
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float |
x, |
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float |
y, |
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float |
z |
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) |
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Set the Angular Factors (x,y,z) of the rigid body.
- Parameters
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x | Angular Factor for x coordinate |
y | Angular Factor for y coordinate |
z | Angular Factor for z coordinate |
◆ setFriction()
void yourgame::util::RigidBody::setFriction |
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float |
friction | ) |
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Set the friction of the rigid body.
- Parameters
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◆ setLinearFactors()
void yourgame::util::RigidBody::setLinearFactors |
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float |
x, |
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float |
y, |
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float |
z |
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) |
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Set the Linear Factors (x,y,z) of the rigid body.
- Parameters
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x | Linear Factor for x coordinate |
y | Linear Factor for y coordinate |
z | Linear Factor for z coordinate |
◆ setRestitution()
void yourgame::util::RigidBody::setRestitution |
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float |
restitution | ) |
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Set the restitution of the rigid body.
- Parameters
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◆ setSleepingThresholds()
void yourgame::util::RigidBody::setSleepingThresholds |
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float |
linear, |
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float |
angular |
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) |
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Set the Sleeping Thresholds of the rigid body.
- Parameters
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linear | linear sleeping threshold |
angular | angular sleeping threshold |
◆ setTrafo()
Set transform (Trafo) of rigid body.
- Attention
- works for kinematic bodies only
- Parameters
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◆ m_body
void* const yourgame::util::RigidBody::m_body |
◆ m_name
std::string yourgame::util::RigidBody::m_name |
The documentation for this class was generated from the following file:
- /code/include/toolbox/yourgame/util/physenv.h