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- <li class="navelem"><b>gameplay</b> </li>
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- <!-- doxytag: class="gameplay::PhysicsController" --><!-- doxytag: inherits="gameplay::ScriptTarget" -->
- <p><code>#include <PhysicsController.h></code></p>
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- Inheritance diagram for gameplay::PhysicsController:</div>
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- <p><a href="classgameplay_1_1_physics_controller-members.html">List of all members.</a></p>
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- <tr><td colspan="2"><h2><a name="nested-classes"></a>
- Classes</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><b>CollisionCallback</b></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><b>CollisionInfo</b></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><b>DebugDrawer</b></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller_1_1_hit_filter.html">HitFilter</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="structgameplay_1_1_physics_controller_1_1_hit_result.html">HitResult</a></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">class  </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller_1_1_listener.html">Listener</a></td></tr>
- <tr><td colspan="2"><h2><a name="pub-methods"></a>
- Public Member Functions</h2></td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const char * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#ac02e10f014e34ceb3be8d77139a92dfa">getTypeName</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a9c9c7800807569809a677be38873170a">addStatusListener</a> (<a class="el" href="classgameplay_1_1_physics_controller_1_1_listener.html">PhysicsController::Listener</a> *listener)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#ac59f6753cb8c7b6a920082d23579a8a9">removeStatusListener</a> (<a class="el" href="classgameplay_1_1_physics_controller_1_1_listener.html">Listener</a> *listener)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_fixed_constraint.html">PhysicsFixedConstraint</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a547b335f3814fb6c124e2470393812e2">createFixedConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b=NULL)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_generic_constraint.html">PhysicsGenericConstraint</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#ad7ae74b385f8e9718cc37d57a3423583">createGenericConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b=NULL)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_generic_constraint.html">PhysicsGenericConstraint</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a0c967138ef39fe7f298e72d5a4c3e418">createGenericConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> &rotationOffsetA, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &translationOffsetA, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b=NULL, const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> &rotationOffsetB=<a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a>(), const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &translationOffsetB=<a class="el" href="classgameplay_1_1_vector3.html">Vector3</a>())</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_hinge_constraint.html">PhysicsHingeConstraint</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#aea8f1cc3f27d12c6c1cd954eb81c9cdc">createHingeConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> &rotationOffsetA, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &translationOffsetA, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b=NULL, const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> &rotationOffsetB=<a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a>(), const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &translationOffsetB=<a class="el" href="classgameplay_1_1_vector3.html">Vector3</a>())</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_socket_constraint.html">PhysicsSocketConstraint</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a8c1c19e84a2a21f9aa4f6e275cc22057">createSocketConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b=NULL)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_socket_constraint.html">PhysicsSocketConstraint</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a01e2831c19cf9a4beb828ea296430ab7">createSocketConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &translationOffsetA, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b=NULL, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &translationOffsetB=<a class="el" href="classgameplay_1_1_vector3.html">Vector3</a>())</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_spring_constraint.html">PhysicsSpringConstraint</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a098c2ece05ee787648c15eb8098dde51">createSpringConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top"><a class="el" href="classgameplay_1_1_physics_spring_constraint.html">PhysicsSpringConstraint</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a3b53127a82ae29330cceecb09f287a18">createSpringConstraint</a> (<a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *a, const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> &rotationOffsetA, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &translationOffsetA, <a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> *b, const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> &rotationOffsetB, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &translationOffsetB)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a9d38b041f052706cb0ac8b39e5283d2f">getGravity</a> () const </td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#ab085ecda3423f445960150208e5ba1c9">setGravity</a> (const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &gravity)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#ae2089a6dababa097ef955d1105c4bd6d">drawDebug</a> (const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> &viewProjection)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a3e4973d8d738551e2750475ab6c62871">rayTest</a> (const <a class="el" href="classgameplay_1_1_ray.html">Ray</a> &ray, float distance, <a class="el" href="structgameplay_1_1_physics_controller_1_1_hit_result.html">PhysicsController::HitResult</a> *result=NULL, <a class="el" href="classgameplay_1_1_physics_controller_1_1_hit_filter.html">PhysicsController::HitFilter</a> *filter=NULL)</td></tr>
- <tr><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classgameplay_1_1_physics_controller.html#a14ce5509e2c802a606497424b2e7be41">sweepTest</a> (<a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a> *object, const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> &endPosition, <a class="el" href="structgameplay_1_1_physics_controller_1_1_hit_result.html">PhysicsController::HitResult</a> *result=NULL, <a class="el" href="classgameplay_1_1_physics_controller_1_1_hit_filter.html">PhysicsController::HitFilter</a> *filter=NULL)</td></tr>
- </table>
- <hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
- <div class="textblock"><p>Defines a class for controlling game physics.</p>
- <dl class="see"><dt><b>See also:</b></dt><dd><a href="http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Physics">http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Physics</a> </dd></dl>
- </div><hr/><h2>Member Function Documentation</h2>
- <a class="anchor" id="a9c9c7800807569809a677be38873170a"></a><!-- doxytag: member="gameplay::PhysicsController::addStatusListener" ref="a9c9c7800807569809a677be38873170a" args="(PhysicsController::Listener *listener)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_controller.html#a9c9c7800807569809a677be38873170a">gameplay::PhysicsController::addStatusListener</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_controller_1_1_listener.html">PhysicsController::Listener</a> * </td>
- <td class="paramname"><em>listener</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Adds a listener to the physics controller.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">listener</td><td>The listener to add. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a547b335f3814fb6c124e2470393812e2"></a><!-- doxytag: member="gameplay::PhysicsController::createFixedConstraint" ref="a547b335f3814fb6c124e2470393812e2" args="(PhysicsRigidBody *a, PhysicsRigidBody *b=NULL)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_fixed_constraint.html">PhysicsFixedConstraint</a>* <a class="el" href="classgameplay_1_1_physics_controller.html#a547b335f3814fb6c124e2470393812e2">gameplay::PhysicsController::createFixedConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em> = <code>NULL</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a fixed constraint.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first (possibly only) rigid body to constrain. If this is the only rigid body specified the constraint applies between it and the global physics world object. </td></tr>
- <tr><td class="paramname">b</td><td>The second rigid body to constrain (optional). </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="classgameplay_1_1_physics_fixed_constraint.html">PhysicsFixedConstraint</a> object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="ad7ae74b385f8e9718cc37d57a3423583"></a><!-- doxytag: member="gameplay::PhysicsController::createGenericConstraint" ref="ad7ae74b385f8e9718cc37d57a3423583" args="(PhysicsRigidBody *a, PhysicsRigidBody *b=NULL)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_generic_constraint.html">PhysicsGenericConstraint</a>* <a class="el" href="classgameplay_1_1_physics_controller.html#ad7ae74b385f8e9718cc37d57a3423583">gameplay::PhysicsController::createGenericConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em> = <code>NULL</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a generic constraint so that the rigid body (or bodies) is (are) constrained to its (their) current world position(s).</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first (possibly only) rigid body to constrain. If this is the only rigid body specified the constraint applies between it and the global physics world object. </td></tr>
- <tr><td class="paramname">b</td><td>The second rigid body to constrain (optional). </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="classgameplay_1_1_physics_generic_constraint.html">PhysicsGenericConstraint</a> object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a0c967138ef39fe7f298e72d5a4c3e418"></a><!-- doxytag: member="gameplay::PhysicsController::createGenericConstraint" ref="a0c967138ef39fe7f298e72d5a4c3e418" args="(PhysicsRigidBody *a, const Quaternion &rotationOffsetA, const Vector3 &translationOffsetA, PhysicsRigidBody *b=NULL, const Quaternion &rotationOffsetB=Quaternion(), const Vector3 &translationOffsetB=Vector3())" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_generic_constraint.html">PhysicsGenericConstraint</a>* <a class="el" href="classgameplay_1_1_physics_controller.html#ad7ae74b385f8e9718cc37d57a3423583">gameplay::PhysicsController::createGenericConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> & </td>
- <td class="paramname"><em>rotationOffsetA</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>translationOffsetA</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em> = <code>NULL</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> & </td>
- <td class="paramname"><em>rotationOffsetB</em> = <code><a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a>()</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>translationOffsetB</em> = <code><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a>()</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a generic constraint.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first (possibly only) rigid body to constrain. If this is the only rigid body specified the constraint applies between it and the global physics world object. </td></tr>
- <tr><td class="paramname">rotationOffsetA</td><td>The rotation offset for the first rigid body (in its local space) with respect to the constraint joint. </td></tr>
- <tr><td class="paramname">translationOffsetA</td><td>The translation offset for the first rigid body (in its local space) with respect to the constraint joint. </td></tr>
- <tr><td class="paramname">b</td><td>The second rigid body to constrain (optional). </td></tr>
- <tr><td class="paramname">rotationOffsetB</td><td>The rotation offset for the second rigid body (in its local space) with respect to the constraint joint (optional). </td></tr>
- <tr><td class="paramname">translationOffsetB</td><td>The translation offset for the second rigid body (in its local space) with respect to the constraint joint (optional). </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="classgameplay_1_1_physics_generic_constraint.html">PhysicsGenericConstraint</a> object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="aea8f1cc3f27d12c6c1cd954eb81c9cdc"></a><!-- doxytag: member="gameplay::PhysicsController::createHingeConstraint" ref="aea8f1cc3f27d12c6c1cd954eb81c9cdc" args="(PhysicsRigidBody *a, const Quaternion &rotationOffsetA, const Vector3 &translationOffsetA, PhysicsRigidBody *b=NULL, const Quaternion &rotationOffsetB=Quaternion(), const Vector3 &translationOffsetB=Vector3())" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
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- <td class="memname"><a class="el" href="classgameplay_1_1_physics_hinge_constraint.html">PhysicsHingeConstraint</a>* <a class="el" href="classgameplay_1_1_physics_controller.html#aea8f1cc3f27d12c6c1cd954eb81c9cdc">gameplay::PhysicsController::createHingeConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> & </td>
- <td class="paramname"><em>rotationOffsetA</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>translationOffsetA</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em> = <code>NULL</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> & </td>
- <td class="paramname"><em>rotationOffsetB</em> = <code><a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a>()</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>translationOffsetB</em> = <code><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a>()</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a hinge constraint.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first (possibly only) rigid body to constrain. If this is the only rigid body specified the constraint applies between it and the global physics world object. </td></tr>
- <tr><td class="paramname">rotationOffsetA</td><td>The rotation offset for the first rigid body (in its local space) with respect to the constraint joint. </td></tr>
- <tr><td class="paramname">translationOffsetA</td><td>The translation offset for the first rigid body (in its local space) with respect to the constraint joint. </td></tr>
- <tr><td class="paramname">b</td><td>The second rigid body to constrain (optional). </td></tr>
- <tr><td class="paramname">rotationOffsetB</td><td>The rotation offset for the second rigid body (in its local space) with respect to the constraint joint (optional). </td></tr>
- <tr><td class="paramname">translationOffsetB</td><td>The translation offset for the second rigid body (in its local space) with respect to the constraint joint (optional). </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="classgameplay_1_1_physics_hinge_constraint.html">PhysicsHingeConstraint</a> object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a8c1c19e84a2a21f9aa4f6e275cc22057"></a><!-- doxytag: member="gameplay::PhysicsController::createSocketConstraint" ref="a8c1c19e84a2a21f9aa4f6e275cc22057" args="(PhysicsRigidBody *a, PhysicsRigidBody *b=NULL)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_socket_constraint.html">PhysicsSocketConstraint</a>* <a class="el" href="classgameplay_1_1_physics_controller.html#a8c1c19e84a2a21f9aa4f6e275cc22057">gameplay::PhysicsController::createSocketConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em> = <code>NULL</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a socket constraint so that the rigid body (or bodies) is (are) constrained using its (their) current world position(s) for the translation offset(s) to the constraint.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first (possibly only) rigid body to constrain. If this is the only rigid body specified the constraint applies between it and the global physics world object. </td></tr>
- <tr><td class="paramname">b</td><td>The second rigid body to constrain (optional). </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="classgameplay_1_1_physics_socket_constraint.html">PhysicsSocketConstraint</a> object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a01e2831c19cf9a4beb828ea296430ab7"></a><!-- doxytag: member="gameplay::PhysicsController::createSocketConstraint" ref="a01e2831c19cf9a4beb828ea296430ab7" args="(PhysicsRigidBody *a, const Vector3 &translationOffsetA, PhysicsRigidBody *b=NULL, const Vector3 &translationOffsetB=Vector3())" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_socket_constraint.html">PhysicsSocketConstraint</a>* <a class="el" href="classgameplay_1_1_physics_controller.html#a8c1c19e84a2a21f9aa4f6e275cc22057">gameplay::PhysicsController::createSocketConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>translationOffsetA</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em> = <code>NULL</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>translationOffsetB</em> = <code><a class="el" href="classgameplay_1_1_vector3.html">Vector3</a>()</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a socket constraint.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first (possibly only) rigid body to constrain. If this is the only rigid body specified the constraint applies between it and the global physics world object. </td></tr>
- <tr><td class="paramname">translationOffsetA</td><td>The translation offset for the first rigid body (in its local space) with respect to the constraint joint. </td></tr>
- <tr><td class="paramname">b</td><td>The second rigid body to constrain (optional). </td></tr>
- <tr><td class="paramname">translationOffsetB</td><td>The translation offset for the second rigid body (in its local space) with respect to the constraint joint (optional). </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="classgameplay_1_1_physics_socket_constraint.html">PhysicsSocketConstraint</a> object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a098c2ece05ee787648c15eb8098dde51"></a><!-- doxytag: member="gameplay::PhysicsController::createSpringConstraint" ref="a098c2ece05ee787648c15eb8098dde51" args="(PhysicsRigidBody *a, PhysicsRigidBody *b)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_spring_constraint.html">PhysicsSpringConstraint</a>* <a class="el" href="classgameplay_1_1_physics_controller.html#a098c2ece05ee787648c15eb8098dde51">gameplay::PhysicsController::createSpringConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a spring constraint so that the rigid body (or bodies) is (are) constrained using its (their) current world position(s) for the translation offset(s) to the constraint.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first (possibly only) rigid body to constrain. If this is the only rigid body specified the constraint applies between it and the global physics world object. </td></tr>
- <tr><td class="paramname">b</td><td>The second rigid body to constrain (optional). </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="classgameplay_1_1_physics_spring_constraint.html">PhysicsSpringConstraint</a> object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="a3b53127a82ae29330cceecb09f287a18"></a><!-- doxytag: member="gameplay::PhysicsController::createSpringConstraint" ref="a3b53127a82ae29330cceecb09f287a18" args="(PhysicsRigidBody *a, const Quaternion &rotationOffsetA, const Vector3 &translationOffsetA, PhysicsRigidBody *b, const Quaternion &rotationOffsetB, const Vector3 &translationOffsetB)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname"><a class="el" href="classgameplay_1_1_physics_spring_constraint.html">PhysicsSpringConstraint</a>* <a class="el" href="classgameplay_1_1_physics_controller.html#a098c2ece05ee787648c15eb8098dde51">gameplay::PhysicsController::createSpringConstraint</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>a</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> & </td>
- <td class="paramname"><em>rotationOffsetA</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>translationOffsetA</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_rigid_body.html">PhysicsRigidBody</a> * </td>
- <td class="paramname"><em>b</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_quaternion.html">Quaternion</a> & </td>
- <td class="paramname"><em>rotationOffsetB</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>translationOffsetB</em> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Creates a spring constraint.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">a</td><td>The first (possibly only) rigid body to constrain. If this is the only rigid body specified the constraint applies between it and the global physics world object. </td></tr>
- <tr><td class="paramname">rotationOffsetA</td><td>The rotation offset for the first rigid body (in its local space) with respect to the constraint joint. </td></tr>
- <tr><td class="paramname">translationOffsetA</td><td>The translation offset for the first rigid body (in its local space) with respect to the constraint joint. </td></tr>
- <tr><td class="paramname">b</td><td>The second rigid body to constrain (optional). </td></tr>
- <tr><td class="paramname">rotationOffsetB</td><td>The rotation offset for the second rigid body (in its local space) with respect to the constraint joint (optional). </td></tr>
- <tr><td class="paramname">translationOffsetB</td><td>The translation offset for the second rigid body (in its local space) with respect to the constraint joint (optional). </td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="classgameplay_1_1_physics_spring_constraint.html">PhysicsSpringConstraint</a> object. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="ae2089a6dababa097ef955d1105c4bd6d"></a><!-- doxytag: member="gameplay::PhysicsController::drawDebug" ref="ae2089a6dababa097ef955d1105c4bd6d" args="(const Matrix &viewProjection)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_controller.html#ae2089a6dababa097ef955d1105c4bd6d">gameplay::PhysicsController::drawDebug</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_matrix.html">Matrix</a> & </td>
- <td class="paramname"><em>viewProjection</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Draws debugging information (rigid body outlines, etc.) using the given view projection matrix.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">viewProjection</td><td>The view projection matrix to use when drawing. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a9d38b041f052706cb0ac8b39e5283d2f"></a><!-- doxytag: member="gameplay::PhysicsController::getGravity" ref="a9d38b041f052706cb0ac8b39e5283d2f" args="() const " -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a>& <a class="el" href="classgameplay_1_1_physics_controller.html#a9d38b041f052706cb0ac8b39e5283d2f">gameplay::PhysicsController::getGravity</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const</td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Gets the gravity vector for the simulated physics world.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The gravity vector. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="ac02e10f014e34ceb3be8d77139a92dfa"></a><!-- doxytag: member="gameplay::PhysicsController::getTypeName" ref="ac02e10f014e34ceb3be8d77139a92dfa" args="() const " -->
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- <td class="memname">const char* <a class="el" href="classgameplay_1_1_physics_controller.html#ac02e10f014e34ceb3be8d77139a92dfa">gameplay::PhysicsController::getTypeName</a> </td>
- <td>(</td>
- <td class="paramname"></td><td>)</td>
- <td> const<code> [virtual]</code></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Extends <a class="el" href="classgameplay_1_1_script_target.html#ac419e98f0eac8a52a6095da0e3853df3">ScriptTarget::getTypeName()</a> to return the type name of this class.</p>
- <dl class="return"><dt><b>Returns:</b></dt><dd>The type name of this class: "PhysicsController" </dd></dl>
- <dl class="see"><dt><b>See also:</b></dt><dd><a class="el" href="classgameplay_1_1_script_target.html#ac419e98f0eac8a52a6095da0e3853df3">ScriptTarget::getTypeName()</a> </dd></dl>
- <p>Implements <a class="el" href="classgameplay_1_1_script_target.html#ac419e98f0eac8a52a6095da0e3853df3">gameplay::ScriptTarget</a>.</p>
- </div>
- </div>
- <a class="anchor" id="a3e4973d8d738551e2750475ab6c62871"></a><!-- doxytag: member="gameplay::PhysicsController::rayTest" ref="a3e4973d8d738551e2750475ab6c62871" args="(const Ray &ray, float distance, PhysicsController::HitResult *result=NULL, PhysicsController::HitFilter *filter=NULL)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
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- <td class="memname">bool <a class="el" href="classgameplay_1_1_physics_controller.html#a3e4973d8d738551e2750475ab6c62871">gameplay::PhysicsController::rayTest</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_ray.html">Ray</a> & </td>
- <td class="paramname"><em>ray</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">float </td>
- <td class="paramname"><em>distance</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="structgameplay_1_1_physics_controller_1_1_hit_result.html">PhysicsController::HitResult</a> * </td>
- <td class="paramname"><em>result</em> = <code>NULL</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_controller_1_1_hit_filter.html">PhysicsController::HitFilter</a> * </td>
- <td class="paramname"><em>filter</em> = <code>NULL</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Performs a ray test on the physics world.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">ray</td><td>The ray to test intersection with. </td></tr>
- <tr><td class="paramname">distance</td><td>How far along the given ray to test for intersections. </td></tr>
- <tr><td class="paramname">result</td><td>Optional pointer to a HitTest structure to store the hit test result information in. When using a default (or no) filter, this will always be the closest object hit. Otherwise, if using a custom filter, it will be the last object passed to the <a class="el" href="classgameplay_1_1_physics_controller_1_1_hit_filter.html#ad021d4ffdd38a210b9ca9789b9f081fd">HitFilter::hit</a> method (which is not necessarily the closest or furthest). </td></tr>
- <tr><td class="paramname">filter</td><td>Optional filter pointer used to control which objects are tested.</td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>True if the ray test collided with a physics object, false otherwise. </dd></dl>
- </div>
- </div>
- <a class="anchor" id="ac59f6753cb8c7b6a920082d23579a8a9"></a><!-- doxytag: member="gameplay::PhysicsController::removeStatusListener" ref="ac59f6753cb8c7b6a920082d23579a8a9" args="(Listener *listener)" -->
- <div class="memitem">
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- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_controller.html#ac59f6753cb8c7b6a920082d23579a8a9">gameplay::PhysicsController::removeStatusListener</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_controller_1_1_listener.html">Listener</a> * </td>
- <td class="paramname"><em>listener</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Removes a listener to the physics controller.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">listener</td><td>The listener to remove. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="ab085ecda3423f445960150208e5ba1c9"></a><!-- doxytag: member="gameplay::PhysicsController::setGravity" ref="ab085ecda3423f445960150208e5ba1c9" args="(const Vector3 &gravity)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
- <tr>
- <td class="memname">void <a class="el" href="classgameplay_1_1_physics_controller.html#ab085ecda3423f445960150208e5ba1c9">gameplay::PhysicsController::setGravity</a> </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>gravity</em></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Sets the gravity vector for the simulated physics world.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">gravity</td><td>The gravity vector. </td></tr>
- </table>
- </dd>
- </dl>
- </div>
- </div>
- <a class="anchor" id="a14ce5509e2c802a606497424b2e7be41"></a><!-- doxytag: member="gameplay::PhysicsController::sweepTest" ref="a14ce5509e2c802a606497424b2e7be41" args="(PhysicsCollisionObject *object, const Vector3 &endPosition, PhysicsController::HitResult *result=NULL, PhysicsController::HitFilter *filter=NULL)" -->
- <div class="memitem">
- <div class="memproto">
- <table class="memname">
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- <td class="memname">bool <a class="el" href="classgameplay_1_1_physics_controller.html#a14ce5509e2c802a606497424b2e7be41">gameplay::PhysicsController::sweepTest</a> </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_collision_object.html">PhysicsCollisionObject</a> * </td>
- <td class="paramname"><em>object</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="classgameplay_1_1_vector3.html">Vector3</a> & </td>
- <td class="paramname"><em>endPosition</em>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="structgameplay_1_1_physics_controller_1_1_hit_result.html">PhysicsController::HitResult</a> * </td>
- <td class="paramname"><em>result</em> = <code>NULL</code>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="classgameplay_1_1_physics_controller_1_1_hit_filter.html">PhysicsController::HitFilter</a> * </td>
- <td class="paramname"><em>filter</em> = <code>NULL</code> </td>
- </tr>
- <tr>
- <td></td>
- <td>)</td>
- <td></td><td></td>
- </tr>
- </table>
- </div>
- <div class="memdoc">
- <p>Performs a sweep test of the given collision object on the physics world.</p>
- <p>The start position of the sweep test is defined by the current world position of the specified collision object.</p>
- <dl class="params"><dt><b>Parameters:</b></dt><dd>
- <table class="params">
- <tr><td class="paramname">object</td><td>The collision object to test. </td></tr>
- <tr><td class="paramname">endPosition</td><td>The end position of the sweep test, in world space. </td></tr>
- <tr><td class="paramname">result</td><td>Optional pointer to a HitTest structure to store the hit test result information in. When using a default (or no) filter, this will always be the closest object hit. Otherwise, if using a custom filter, it will be the last object passed to the <a class="el" href="classgameplay_1_1_physics_controller_1_1_hit_filter.html#ad021d4ffdd38a210b9ca9789b9f081fd">HitFilter::hit</a> method (which is not necessarily the closest or furthest). </td></tr>
- <tr><td class="paramname">filter</td><td>Optional filter pointer used to control which objects are tested.</td></tr>
- </table>
- </dd>
- </dl>
- <dl class="return"><dt><b>Returns:</b></dt><dd>True if the object intersects any other physics objects, false otherwise. </dd></dl>
- </div>
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