CrystalSpace

Public API Reference

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CS::Debug::iDynamicSystemDebugger Struct Reference

A class to help visualization and debugging of physical simulations made through the iDynamicSystem plugin. More...

#include <ivaria/dynamicsdebug.h>

Inheritance diagram for CS::Debug::iDynamicSystemDebugger:
iBase

List of all members.

Public Member Functions

virtual void SetBodyStateMaterial (CS::Physics::Bullet::BodyState state, iMaterialWrapper *material)=0
 Set the material to be used for the colliders of the rigid bodies that are in the given state.
virtual void SetDebugDisplayMode (bool debugMode)=0
 Set whether the debug mode is active or not.
virtual void SetDebugSector (iSector *sector)=0
 Set the iSector where reside the meshes animated by the dynamic simulation.
virtual void SetDynamicBodyMaterial (iMaterialWrapper *material)=0
 Set the material to be used for the colliders of the rigid bodies that are in 'dynamic' state.
virtual void SetDynamicSystem (iDynamicSystem *system)=0
 Set the dynamic system that has to be debugged.
virtual void SetStaticBodyMaterial (iMaterialWrapper *material)=0
 Set the material to be used for the colliders of the rigid bodies that are in 'static' state.
virtual void UpdateDisplay ()=0
 Update the list of colliders that are displayed.

Detailed Description

A class to help visualization and debugging of physical simulations made through the iDynamicSystem plugin.

Definition at line 57 of file dynamicsdebug.h.


Member Function Documentation

Set the material to be used for the colliders of the rigid bodies that are in the given state.

If 0 is passed then the rigid bodies in the given state won't be displayed. If this method is not used, then a default blue colored material will be used.

virtual void CS::Debug::iDynamicSystemDebugger::SetDebugDisplayMode ( bool  debugMode) [pure virtual]

Set whether the debug mode is active or not.

If active, then all the meshes attached to a iRigidBody will be replaced by a new mesh with the size and transform of the bodies' colliders. It allows to see what is really happening at the physical simulation level.

Parameters:
debugModeTrue to activate the debug mode, false to set back the initial meshes.
virtual void CS::Debug::iDynamicSystemDebugger::SetDebugSector ( iSector sector) [pure virtual]

Set the iSector where reside the meshes animated by the dynamic simulation.

Set the material to be used for the colliders of the rigid bodies that are in 'dynamic' state.

If 0 is passed then the rigid bodies in 'dynamic' state won't be displayed. If this method is not used, then a default green colored material will be used.

virtual void CS::Debug::iDynamicSystemDebugger::SetDynamicSystem ( iDynamicSystem system) [pure virtual]

Set the dynamic system that has to be debugged.

Set the material to be used for the colliders of the rigid bodies that are in 'static' state.

If 0 is passed then the rigid bodies in 'static' state won't be displayed. If this method is not used, then a default red colored material will be used.

virtual void CS::Debug::iDynamicSystemDebugger::UpdateDisplay ( ) [pure virtual]

Update the list of colliders that are displayed.

Call this when you have added or removed some dynamic bodies to/from the dynamic system.


The documentation for this struct was generated from the following file:

Generated for Crystal Space 2.0 by doxygen 1.7.6.1