iDynamicObject Struct Reference
An object in the dynamic world. More...
#include <propclass/dynworld.h>

Public Member Functions | |
| virtual size_t | AddDecal (const char *decalTplName, const csVector3 &position, const csVector3 &up, const csVector3 &normal, float width, float height)=0 |
| Add a decal to this dynamic object. | |
| virtual bool | Connect (size_t jointIdx, iDynamicObject *obj)=0 |
| Connect another object to a specific joint in this object. | |
| virtual bool | CreatePivotJoint (const csVector3 &worldpos)=0 |
| Create a pivot joint at a specific world space position (bullet only). | |
| virtual iCelEntity * | ForceEntity ()=0 |
| Force creation of the entity. | |
| virtual iRigidBody * | GetBody () const =0 |
| Get the body for this object. | |
| virtual iDynamicCell * | GetCell () const =0 |
| Get the cell where this dynamic object lives. | |
| virtual iDynamicObject * | GetConnectedObject (size_t jointIdx)=0 |
| Get the object connected at a specific joint. | |
| virtual csPtr< iString > | GetDescription () const =0 |
| Return a one-line string briefly describing this dynamic object. | |
| virtual iCelEntity * | GetEntity () const =0 |
| Get the (optional) entity for this dynamic object. | |
| virtual const char * | GetEntityName () const =0 |
| Get the optional entity name (only valid after SetEntity()). | |
| virtual iCelParameterBlock * | GetEntityParameters () const =0 |
| Get the optional parameter block that will be used to create the entity for this object. | |
| virtual iCelEntityTemplate * | GetEntityTemplate () const =0 |
| Get the entity template associated with this dynamic object. | |
| virtual iDynamicFactory * | GetFactory () const =0 |
| Get the factory from which this dynamic object was created. | |
| virtual uint | GetID () const =0 |
| Get a unique identifier for this object. | |
| virtual iLight * | GetLight () const =0 |
| Get the light for this object. | |
| virtual iMeshWrapper * | GetMesh () const =0 |
| Get the mesh for this object. | |
| virtual size_t | GetPivotJointCount () const =0 |
| Get the amount of pivot joints. | |
| virtual csVector3 | GetPivotJointPosition (size_t idx)=0 |
| Get the position of a pivot joint. | |
| virtual const csReversibleTransform & | GetTransform ()=0 |
| Get the transform of this object. | |
| virtual bool | IsHilight () const =0 |
| Check hilight. | |
| virtual bool | IsStatic () const =0 |
| Is static? | |
| virtual void | LinkEntity (iCelEntity *entity)=0 |
| Link this dynamic object with the given entity. | |
| virtual void | MakeDynamic ()=0 |
| Make dynamic. | |
| virtual void | MakeKinematic ()=0 |
| Make kinematic. | |
| virtual void | MakeStatic ()=0 |
| Make static. | |
| virtual void | RecreateJoints ()=0 |
| Recreate the joints. | |
| virtual bool | RecreatePivotJoints ()=0 |
| Recreate the pivot joints from the factory. | |
| virtual void | RefreshColliders ()=0 |
| Refresh the colliders for this object. | |
| virtual void | RemoveDecal (size_t id)=0 |
| Remove the specific decal. | |
| virtual void | RemovePivotJoint (size_t idx)=0 |
| Remove a specific pivot joint. | |
| virtual void | RemovePivotJoints ()=0 |
| Remove all pivot joints. | |
| virtual bool | SetEntity (const char *entityName, const char *entityTplName, iCelParameterBlock *params)=0 |
| Set the entity name to use for this object. | |
| virtual void | SetEntityName (const char *name)=0 |
| Set the optional entity name. | |
| virtual void | SetHilight (bool hi)=0 |
| Set hilight. | |
| virtual void | SetPivotJointPosition (size_t idx, const csVector3 &worldpos)=0 |
| Set the position of a pivot joint. | |
| virtual void | SetTransform (const csReversibleTransform &trans)=0 |
| Set the transform of this object. | |
| virtual void | UndoKinematic ()=0 |
| Undo kinematic and restore previous static or dynamic state. | |
| virtual void | UnlinkEntity ()=0 |
| Unlink the entity from this object. | |
Detailed Description
An object in the dynamic world.
Definition at line 459 of file dynworld.h.
Member Function Documentation
| virtual size_t iDynamicObject::AddDecal | ( | const char * | decalTplName, | |
| const csVector3 & | position, | |||
| const csVector3 & | up, | |||
| const csVector3 & | normal, | |||
| float | width, | |||
| float | height | |||
| ) | [pure virtual] |
Add a decal to this dynamic object.
Coordinates are given in local object space. Returns an id that can be used to later delete the decal. Returns csArrayItemNotFound in case the template is invalid (doesn't exist).
| virtual bool iDynamicObject::Connect | ( | size_t | jointIdx, | |
| iDynamicObject * | obj | |||
| ) | [pure virtual] |
Connect another object to a specific joint in this object.
This only works if the factory of this object actually defines a joint with the given index. Otherwise this function returns false. If 'obj' is 0 then the connection will be removed.
| virtual bool iDynamicObject::CreatePivotJoint | ( | const csVector3 & | worldpos | ) | [pure virtual] |
Create a pivot joint at a specific world space position (bullet only).
Returns false if it was not possible to create a pivot.
| virtual iCelEntity* iDynamicObject::ForceEntity | ( | ) | [pure virtual] |
Force creation of the entity.
| virtual iRigidBody* iDynamicObject::GetBody | ( | ) | const [pure virtual] |
Get the body for this object.
Can be 0 if the object is currently not visible.
| virtual iDynamicCell* iDynamicObject::GetCell | ( | ) | const [pure virtual] |
Get the cell where this dynamic object lives.
| virtual iDynamicObject* iDynamicObject::GetConnectedObject | ( | size_t | jointIdx | ) | [pure virtual] |
Get the object connected at a specific joint.
If there is no such object or there is no such joint defined in the factory then this function returns 0.
Return a one-line string briefly describing this dynamic object.
| virtual iCelEntity* iDynamicObject::GetEntity | ( | ) | const [pure virtual] |
Get the (optional) entity for this dynamic object.
If the dynamic object is out of reach it is possible that the entity is not created yet.
| virtual const char* iDynamicObject::GetEntityName | ( | ) | const [pure virtual] |
Get the optional entity name (only valid after SetEntity()).
| virtual iCelParameterBlock* iDynamicObject::GetEntityParameters | ( | ) | const [pure virtual] |
Get the optional parameter block that will be used to create the entity for this object.
| virtual iCelEntityTemplate* iDynamicObject::GetEntityTemplate | ( | ) | const [pure virtual] |
Get the entity template associated with this dynamic object.
| virtual iDynamicFactory* iDynamicObject::GetFactory | ( | ) | const [pure virtual] |
Get the factory from which this dynamic object was created.
| virtual uint iDynamicObject::GetID | ( | ) | const [pure virtual] |
Get a unique identifier for this object.
| virtual iLight* iDynamicObject::GetLight | ( | ) | const [pure virtual] |
Get the light for this object.
Can be 0 if the light is currently not visible or if the factory is a normal mesh factory.
| virtual iMeshWrapper* iDynamicObject::GetMesh | ( | ) | const [pure virtual] |
Get the mesh for this object.
Can be 0 if the object is currently not visible or if the factory is a light factory.
| virtual size_t iDynamicObject::GetPivotJointCount | ( | ) | const [pure virtual] |
Get the amount of pivot joints.
| virtual csVector3 iDynamicObject::GetPivotJointPosition | ( | size_t | idx | ) | [pure virtual] |
Get the position of a pivot joint.
| virtual const csReversibleTransform& iDynamicObject::GetTransform | ( | ) | [pure virtual] |
Get the transform of this object.
| virtual bool iDynamicObject::IsHilight | ( | ) | const [pure virtual] |
Check hilight.
| virtual bool iDynamicObject::IsStatic | ( | ) | const [pure virtual] |
Is static?
| virtual void iDynamicObject::LinkEntity | ( | iCelEntity * | entity | ) | [pure virtual] |
Link this dynamic object with the given entity.
| virtual void iDynamicObject::MakeDynamic | ( | ) | [pure virtual] |
Make dynamic.
| virtual void iDynamicObject::MakeKinematic | ( | ) | [pure virtual] |
Make kinematic.
| virtual void iDynamicObject::MakeStatic | ( | ) | [pure virtual] |
Make static.
| virtual void iDynamicObject::RecreateJoints | ( | ) | [pure virtual] |
Recreate the joints.
This is useful after the joints have been modified in the dynamic factories so that they have the new information.
| virtual bool iDynamicObject::RecreatePivotJoints | ( | ) | [pure virtual] |
Recreate the pivot joints from the factory.
This will first remove all current pivot joints on the object.
| virtual void iDynamicObject::RefreshColliders | ( | ) | [pure virtual] |
Refresh the colliders for this object.
| virtual void iDynamicObject::RemoveDecal | ( | size_t | id | ) | [pure virtual] |
Remove the specific decal.
| virtual void iDynamicObject::RemovePivotJoint | ( | size_t | idx | ) | [pure virtual] |
Remove a specific pivot joint.
| virtual void iDynamicObject::RemovePivotJoints | ( | ) | [pure virtual] |
Remove all pivot joints.
| virtual bool iDynamicObject::SetEntity | ( | const char * | entityName, | |
| const char * | entityTplName, | |||
| iCelParameterBlock * | params | |||
| ) | [pure virtual] |
Set the entity name to use for this object.
Returns false if this fails (for example, there is no entity template with the given name).
| virtual void iDynamicObject::SetEntityName | ( | const char * | name | ) | [pure virtual] |
Set the optional entity name.
| virtual void iDynamicObject::SetHilight | ( | bool | hi | ) | [pure virtual] |
Set hilight.
| virtual void iDynamicObject::SetPivotJointPosition | ( | size_t | idx, | |
| const csVector3 & | worldpos | |||
| ) | [pure virtual] |
Set the position of a pivot joint.
| virtual void iDynamicObject::SetTransform | ( | const csReversibleTransform & | trans | ) | [pure virtual] |
Set the transform of this object.
It is usually recommended to make the object kinematic before you do this. This function will not automatically do that.
| virtual void iDynamicObject::UndoKinematic | ( | ) | [pure virtual] |
Undo kinematic and restore previous static or dynamic state.
| virtual void iDynamicObject::UnlinkEntity | ( | ) | [pure virtual] |
Unlink the entity from this object.
This is useful if you want to put the entity in some inventory so you have to delete the dynobj afterwards.
The documentation for this struct was generated from the following file:
- propclass/dynworld.h
Generated for CEL: Crystal Entity Layer 2.1 by doxygen 1.6.1
