CS::Physics::Bullet Namespace Reference (Crystal Space 2.0 Public API Reference)

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CS::Physics::Bullet Namespace Reference

Objects of a dynamic simulation with the Bullet plugin. More...

## Classes
struct | HitBeamResult
| Return structure for the CS::Physics::Bullet::iDynamicSystem::HitBeam() routine. More...
struct | iAnchorAnimationControl
| This class can be implemented in order to update the position of an anchor of a CS::Physics::Bullet::iSoftBody. More...
struct | iBody
| A generic body in Bullet's dynamic simulation. More...
struct | iDynamicSystem
| The Bullet implementation of iDynamicSystem also implements this interface. More...
struct | iKinematicCallback
| A callback to be implemented when you are using kinematic bodies. More...
struct | iPivotJoint
| A joint to attach to a rigid body in order to manipulate it. More...
struct | iRigidBody
| The Bullet implementation of iRigidBody also implements this interface. More...
struct | iSoftBody
| A soft body is a physical body that can be deformed by the physical simulation. More...
struct | iTerrainCollider
| A terrain collider for the dynamic simulation. More...
struct | SoftBodyHelper
| General helper class for CS::Physics::Bullet::iSoftBody. More...
## Enumerations
enum | BodyState { STATE_STATIC = 0, STATE_DYNAMIC, STATE_KINEMATIC }
| The physical state of a rigid body. More...
enum | BodyType { UNDEFINED_BODY = 0, RIGID_BODY, SOFT_BODY, TERRAIN }
| The type of a Bullet's collider. More...
enum | DebugMode { DEBUG_NOTHING = 0, DEBUG_COLLIDERS = 1, DEBUG_AABB = 2, DEBUG_JOINTS = 4 }
| The debug modes to be used with CS::Physics::Bullet::iDynamicSystem::DebugDraw(). More...
enum | MeshDuplicationMode { MESH_DUPLICATION_NONE = 0, MESH_DUPLICATION_INTERLEAVED, MESH_DUPLICATION_CONTIGUOUS }
| The mode of duplication used for the faces of the mesh. More...

## Detailed Description

Objects of a dynamic simulation with the Bullet plugin.

## Enumeration Type Documentation

enum CS::Physics::Bullet::BodyState

The physical state of a rigid body.

Enumerator:

  STATE_STATIC | The body is static, ie this body won't move anymore but dynamic objects will still collide with it.
  STATE_DYNAMIC | The body is dynamic, ie the motion of the body is controlled by the dynamic simulation.
  STATE_KINEMATIC | The body is kinematic, ie the motion of the body is controlled by the animation system, but it interacts with the dynamic simulation.

Definition at line 626 of file bullet.h.

enum CS::Physics::Bullet::BodyType

The type of a Bullet's collider.

Enumerator:

  UNDEFINED_BODY | Undefined body type.
  RIGID_BODY | The body is a rigid body.
  SOFT_BODY | The body is a soft body.
  TERRAIN | The body is a terrain collider.

Definition at line 55 of file bullet.h.

enum CS::Physics::Bullet::DebugMode

The debug modes to be used with CS::Physics::Bullet::iDynamicSystem::DebugDraw().

Enumerator:

  DEBUG_NOTHING | Nothing will be displayed.
  DEBUG_COLLIDERS | Display the colliders of the bodies.
  DEBUG_AABB | Display the axis aligned bounding boxes of the bodies.
  DEBUG_JOINTS | Display the joint positions and limits.

Definition at line 133 of file bullet.h.

enum CS::Physics::Bullet::MeshDuplicationMode

The mode of duplication used for the faces of the mesh.

That is, if the mesh is double sided, and whether the vertices and triangles that are duplicated are interleaved or contiguous.

Enumerator:

  MESH_DUPLICATION_NONE | The faces of the mesh are not double sided, i.e. the vertices and triangles are not duplicated.
  MESH_DUPLICATION_INTERLEAVED | The faces of the mesh are double sided, and the duplicated vertices and triangles are interleaved with the original ones.
  MESH_DUPLICATION_CONTIGUOUS | The faces of the mesh are double sided, and the duplicated vertices and triangles are packed contiguously at the end of their buffer.

Definition at line 145 of file bullet.h.