CrystalSpace

Public API Reference

iDynamics Struct Reference

This is the interface for the actual plugin. More...

#include <ivaria/dynamics.h>

Inheritance diagram for iDynamics:

List of all members.

Public Member Functions

virtual void AddStepCallback (iDynamicsStepCallback *callback)=0
 Add a callback to be executed when the dynamic simulation is being stepped.
virtual csPtr< iDynamicSystemCreateSystem ()=0
 Create a dynamic system and start its simulation.
virtual iDynamicSystemFindSystem (const char *name)=0
 Find a system by name.
virtual void RemoveStepCallback (iDynamicsStepCallback *callback)=0
 Remove dynamics step callback.
virtual void RemoveSystem (iDynamicSystem *system)=0
 Remove the dynamic system from the simulation.
virtual void RemoveSystems ()=0
 Remove all dynamic systems from the simulation.
virtual void Step (float stepsize)=0
 Step the simulation forward by stepsize milliseconds.

Detailed Description

This is the interface for the actual plugin.

It is responsible for creating iDynamicSystem.

Main creators of instances implementing this interface:

Main ways to get pointers to this interface:

Main users of this interface:

See also:
iODEDynamicState

Definition at line 80 of file dynamics.h.


Member Function Documentation

virtual void iDynamics::AddStepCallback ( iDynamicsStepCallback callback  )  [pure virtual]

Add a callback to be executed when the dynamic simulation is being stepped.

virtual csPtr<iDynamicSystem> iDynamics::CreateSystem (  )  [pure virtual]

Create a dynamic system and start its simulation.

virtual iDynamicSystem* iDynamics::FindSystem ( const char *  name  )  [pure virtual]

Find a system by name.

virtual void iDynamics::RemoveStepCallback ( iDynamicsStepCallback callback  )  [pure virtual]

Remove dynamics step callback.

virtual void iDynamics::RemoveSystem ( iDynamicSystem system  )  [pure virtual]

Remove the dynamic system from the simulation.

virtual void iDynamics::RemoveSystems (  )  [pure virtual]

Remove all dynamic systems from the simulation.

virtual void iDynamics::Step ( float  stepsize  )  [pure virtual]

Step the simulation forward by stepsize milliseconds.

If the physics engine is ODE, then you must take care of calling the update of the dynamic simulation with a constant step time, otherwise the stability of the simulation might suffer. The Bullet plugin doesn't have the same problem because it uses a constant step time on its own.


The documentation for this struct was generated from the following file:

Generated for Crystal Space 2.1 by doxygen 1.6.1