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Team Guardian Physics

545 bytes added, 03:11, 6 April 2011
RigidBody
Aside from the usual suspects, a few functions are of particular importance:
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iRigidBody* CreateRigidBody(iFrame* o);
virtual void attach(iFrame* o) = 0;
virtual void attachListener(iCollisionListener* l) = 0;
virtual RBDynamics& getDynamics() = 0;
virtual void Delete() const = 0;
; iRigidBody* CreateRigidBody(iFrame* o) : Creates a RigidBody and associates it with the active PhysicsScene coordinator. This function accepts an <code>iFrame* o</code> parameter. This parameter can be NULL if desired but should usually be the address of a valid iFrame.<br/><br/>The passed iFrame will be bound to this RigidBody. Every frame, PhysicsScene will update the frame's homogenous transformation matrix (T) to follow the location and rotation of the RigidBody. This is done at the end of the physics update step.
; virtual void attach(iFrame* o) :Associates an iFrame instance with the RigidBody. Can also be used to associate the RigidBody with a new iFrame or to detach it from its currently associated iFrame by passing in NULL.; virtual RBDynamics& getDynamics() : Returns a reference to the RBDynamics struct. The public properties of the struct can be directly edited in this way. The physics simulator will update these properties every frame.; virtual void Delete() const : Deletes this RigidBody and its RBDynamics instance. Does not delete the associated object or any associated collision listeners.
== Integrating Framework Into Existing Projects ==

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