Scene Collider Bone Object. More...
#include <deColliderBone.h>
Public Member Functions | |
Constructors and Destructors | |
| deColliderBone (deCollider *collider, int index) | |
| Creates a new collider bone object with the given parent collider. | |
| ~deColliderBone () | |
| Cleans up the collider bone object. | |
Management | |
| deCollider * | GetCollider () const |
| Retrieves the parent collider. | |
| int | GetIndex () const |
| Retrieves the bone index inside the parent collider. | |
| const decDVector & | GetPosition () const |
| Retrieves the position relative to the parent bone or the collider if there is no parent bone. | |
| void | SetPosition (const decDVector &position) |
| Sets the position relative to the parent bone or the collider if there is no parent bone. | |
| const decQuaternion & | GetOrientation () const |
| Retrieves the orientation. | |
| void | SetOrientation (const decQuaternion &orientation) |
| Sets the orientation. | |
| const decVector & | GetLinearVelocity () const |
| Retrieves the linear velocity in m/s. | |
| void | SetLinearVelocity (const decVector &linVelo) |
| Sets the linear velocity in m/s. | |
| const decVector & | GetAngularVelocity () const |
| Retrieves the angular velocity in degree/s. | |
| void | SetAngularVelocity (const decVector &angVelo) |
| Sets the angular velocity in degree/s. | |
| const decDMatrix & | GetMatrix () const |
| Retrieves the matrix. | |
| const decDMatrix & | GetInverseMatrix () const |
| Retrieves the inverse matrix. | |
| void | UpdateMatrix () |
| Updates the matrix from the current position and orientation. | |
| float | GetMass () const |
| Retrieves the mass factor. | |
| void | SetMass (float mass) |
| Sets the mass factor. | |
| bool | GetDynamic () const |
| Determines if the bone is dynamic. | |
| void | SetDynamic (bool dynamic) |
| Sets of the bone is dynamic. | |
Scene Collider Bone Object.
Defines the motion state of a bone in a collider of the rigged or component type.
| deColliderBone::deColliderBone | ( | deCollider * | collider, |
| int | index | ||
| ) |
Creates a new collider bone object with the given parent collider.
| deColliderBone::~deColliderBone | ( | ) |
Cleans up the collider bone object.
| const decVector& deColliderBone::GetAngularVelocity | ( | ) | const [inline] |
Retrieves the angular velocity in degree/s.
| deCollider* deColliderBone::GetCollider | ( | ) | const [inline] |
Retrieves the parent collider.
| bool deColliderBone::GetDynamic | ( | ) | const [inline] |
Determines if the bone is dynamic.
| int deColliderBone::GetIndex | ( | ) | const [inline] |
Retrieves the bone index inside the parent collider.
| const decDMatrix& deColliderBone::GetInverseMatrix | ( | ) | const [inline] |
Retrieves the inverse matrix.
| const decVector& deColliderBone::GetLinearVelocity | ( | ) | const [inline] |
Retrieves the linear velocity in m/s.
| float deColliderBone::GetMass | ( | ) | const [inline] |
Retrieves the mass factor.
| const decDMatrix& deColliderBone::GetMatrix | ( | ) | const [inline] |
Retrieves the matrix.
| const decQuaternion& deColliderBone::GetOrientation | ( | ) | const [inline] |
Retrieves the orientation.
| const decDVector& deColliderBone::GetPosition | ( | ) | const [inline] |
Retrieves the position relative to the parent bone or the collider if there is no parent bone.
| void deColliderBone::SetAngularVelocity | ( | const decVector & | angVelo ) |
Sets the angular velocity in degree/s.
| void deColliderBone::SetDynamic | ( | bool | dynamic ) |
Sets of the bone is dynamic.
| void deColliderBone::SetLinearVelocity | ( | const decVector & | linVelo ) |
Sets the linear velocity in m/s.
| void deColliderBone::SetMass | ( | float | mass ) |
Sets the mass factor.
| void deColliderBone::SetOrientation | ( | const decQuaternion & | orientation ) |
Sets the orientation.
| void deColliderBone::SetPosition | ( | const decDVector & | position ) |
Sets the position relative to the parent bone or the collider if there is no parent bone.
| void deColliderBone::UpdateMatrix | ( | ) |
Updates the matrix from the current position and orientation.
1.7.2