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OsgAttachment.h
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// OsgAttachment.h: interface for the OsgAttachment class.
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//
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#pragma once
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namespace
OsgAnimatSim
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{
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namespace
Environment
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{
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namespace
Bodies
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{
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class
ANIMAT_OSG_PORT
OsgAttachment
:
public
AnimatSim::Environment::Bodies::Attachment
,
public
OsgRigidBody
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{
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protected
:
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bool
m_bPhsyicsDefined;
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virtual
void
CreateGraphicsGeometry();
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virtual
void
CreatePhysicsGeometry();
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virtual
void
ResizePhysicsGeometry();
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virtual
void
ProcessContacts() {};
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virtual
void
DeletePhysics(
bool
bIncludeChildren) {};
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virtual
void
CreateSensorPart() {};
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virtual
void
CreateDynamicPart() {};
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virtual
void
GetBaseValues() {};
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public
:
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OsgAttachment
();
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virtual
~
OsgAttachment
();
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virtual
bool
AddOsgNodeToParent() {
return
true
;};
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virtual
bool
Physics_IsGeometryDefined() {
return
false
;};
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virtual
void
Physics_EnableCollision(RigidBody *lpBody) {};
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virtual
void
Physics_DisableCollision(RigidBody *lpBody) {};
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virtual
void
Physics_AddBodyForceAtLocalPos(
float
fltPx,
float
fltPy,
float
fltPz,
float
fltFx,
float
fltFy,
float
fltFz,
bool
bScaleUnits) {};
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virtual
void
Physics_AddBodyForceAtWorldPos(
float
fltPx,
float
fltPy,
float
fltPz,
float
fltFx,
float
fltFy,
float
fltFz,
bool
bScaleUnits) {};
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virtual
void
Physics_AddBodyTorque(
float
fltTx,
float
fltTy,
float
fltTz,
bool
bScaleUnits) {};
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virtual
CStdFPoint Physics_GetVelocityAtPoint(
float
x,
float
y,
float
z) {CStdFPoint vVel;
return
vVel;};
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virtual
bool
Physics_IsDefined() {
return
m_bPhsyicsDefined;};
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virtual
void
CreateParts();
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};
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}
//Bodies
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}
// Environment
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}
//VortexAnimatSim
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OsgAnimatSim::Environment::OsgRigidBody
A common class for all rigid body data specific to vortex.
Definition:
OsgRigidBody.h:50
OsgAnimatSim
Classes for implementing the cm-labs vortex physics engine for AnimatLab.
Definition:
OsgAttachment.cpp:23
AnimatSim::Environment::Bodies::Attachment
Specifies a point on a rigid body where a muscle is to be attached.
Definition:
Attachment.h:43
OsgAnimatSim::Environment::Bodies::OsgAttachment
Definition:
OsgAttachment.h:14
Libraries
OsgAnimatSim
OsgAttachment.h
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