Static Public Member Functions | |
static irrDynamics * | getInstance () |
static void | simStep (const irr::u32 &curTimeStamp) |
static void | shutdown () |
static void | addTerrain (irr::scene::ITerrainSceneNode *terrain, irr::u32 lodLevel=2) |
static class btRigidBody * | addSphericalObject (irr::scene::ISceneNode *node, irr::f32 radius, irr::f32 mass) |
Add a scene node that is represented as spherical behavior. More... | |
static class btRigidBody * | addBoxObject (irr::scene::ISceneNode *node, irr::f32 mass) |
Add a scene node that is represented as a sturdy box. More... | |
static class btRigidBody * | addFloor (const irr::core::vector3df &normal=irr::core::vector3df(0.f, 1.f, 0.f), const irr::core::vector3df &offset=irr::core::vector3df(0.f, 0.f, 0.f)) |
Add an infinite floor plane to the scene. More... | |
static bool | createHingeConstraint (irr::scene::ISceneNode *nodeA, irr::scene::ISceneNode *nodeB, const irr::core::vector3df &pivotInA, const irr::core::vector3df &pivotInB, const irr::core::vector3df &axisInA, const irr::core::vector3df &axisInB) |
Create a hinge relation between two objects. More... | |
static bool | createPoint2PointConstraint (irr::scene::ISceneNode *nodeA, irr::scene::ISceneNode *nodeB, const irr::core::vector3df &pivotInA, const irr::core::vector3df &pivotInB) |
Create a point-to-point relation between two objects. More... | |
static void | removeObject (irr::scene::ISceneNode *node) |
Remove an object from the physics. More... | |
static void | applyCentralForce (irr::scene::ISceneNode *node, const irr::core::vector3df &force) |
Applies a pushing force to the object. More... | |
static void | setDamping (irr::scene::ISceneNode *node, irr::f32 linearDamping, irr::f32 angularDamping) |
static void | setPosition (irr::scene::ISceneNode *node, const irr::core::vector3df &newPos) |
static void | debugDraw () |
|
static |
Add a scene node that is represented as a sturdy box.
This method adds an object with block-like behavior to the physics, such as a CubeSceneNode. Its dimensions are calculated using the current axis-aligned bounding box.
node | The scene node to be animated by Bullet. |
mass | The mass in units assigned to the object. |
|
static |
Add an infinite floor plane to the scene.
Whenever an infinite floor catching all your objects is needed, use this method
normal | The normal vector of the floor plane. Default lays the plane along x- and z-axis (y up). |
offset | The offset from the origin. If normal is default, only the y-value matters here (vert offset). |
|
static |
Add a scene node that is represented as spherical behavior.
This method adds an object with ball-like behavior to the physics, such as a SphereSceneNode.
node | The scene node to be animated by Bullet. |
radius | The radius of the sphere in irrlicht units. |
mass | The mass in units assigned to the object. |
|
static |
Applies a pushing force to the object.
To move an object in a physics engine you do not set its position but you push it towards that place. Use this method to apply such a push represented as a 3D vector. As expected, the 'longer' the vector, the more powerful the push will be.
node | The scene node the force should be applied to. |
force | The force to apply, the vector represents its direction, the vector length its power. |
|
static |
Create a hinge relation between two objects.
This method physically attaches one scene node to the other in a hinge-like (swinging) relation.
nodeA | The "parent" node the swinging one is attached to. |
nodeB | The child element that will be animated by that relation. |
pivotInA | A position relative to nodeA where the hinge relation will be placed. |
pivotInB | A position relative to nodeB where the hinge relation will be placed. |
axisInA | The axis in nodeA the hinge rotates around. |
axisInB | The axis in nodeB the hinge rotates around. |
|
static |
Create a point-to-point relation between two objects.
More general than a hinge relation, the p2p can freely swing around all axis.
nodeA | The "parent" node the swinging one is attached to. |
nodeB | The child element that will be animated by that relation. |
pivotInA | A position relative to nodeA where the hinge relation will be placed. |
pivotInB | A position relative to nodeB where the hinge relation will be placed. |
|
static |
Remove an object from the physics.
Call this whenever you either remove the corresponding scene node from the ISceneManager or you don't want to have it animated by the physics anymore.
node | The scene node to be removed from the physics. |