8 static void simStep(
const irr::u32& curTimeStamp);
9 static void shutdown();
10 static void addTerrain(irr::scene::ITerrainSceneNode* terrain, irr::u32 lodLevel = 2);
17 static class btRigidBody*
addSphericalObject(irr::scene::ISceneNode* node, irr::f32 radius, irr::f32 mass);
24 static class btRigidBody*
addBoxObject(irr::scene::ISceneNode* node, irr::f32 mass);
30 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));
41 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);
50 static bool createPoint2PointConstraint(irr::scene::ISceneNode* nodeA, irr::scene::ISceneNode* nodeB,
const irr::core::vector3df& pivotInA,
const irr::core::vector3df& pivotInB);
62 static void applyCentralForce(irr::scene::ISceneNode* node,
const irr::core::vector3df& force);
63 static void setDamping(irr::scene::ISceneNode* node, irr::f32 linearDamping, irr::f32 angularDamping);
64 static void setPosition(irr::scene::ISceneNode* node,
const irr::core::vector3df& newPos);
66 static void debugDraw();
72 std::map<irr::scene::ISceneNode*, class btRigidBody*> objects;
79 class btDefaultCollisionConfiguration *collisionConfiguration;
80 class btBroadphaseInterface *broadPhase;
81 class btCollisionDispatcher *dispatcher;
82 class btSequentialImpulseConstraintSolver *solver;
83 class btDiscreteDynamicsWorld* world;
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.
Definition: irrDynamics.h:4
static class btRigidBody * addSphericalObject(irr::scene::ISceneNode *node, irr::f32 radius, irr::f32 mass)
Add a scene node that is represented as spherical behavior.
static void removeObject(irr::scene::ISceneNode *node)
Remove an object from the physics.
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.
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.
static class btRigidBody * addBoxObject(irr::scene::ISceneNode *node, irr::f32 mass)
Add a scene node that is represented as a sturdy box.
static void applyCentralForce(irr::scene::ISceneNode *node, const irr::core::vector3df &force)
Applies a pushing force to the object.