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@@ -63,18 +63,18 @@ public: |
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virtual void RemoveFromSimulation(class Simulation* current_simulation); |
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virtual void RemoveFromSimulation(class Simulation* current_simulation); |
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//Force/Impulse functions |
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//Force/Impulse functions |
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virtual void AddImpulse(const lol::vec3& impulse); |
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virtual void AddImpulse(const lol::vec3& impulse); |
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virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos); |
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virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos); |
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virtual void AddImpulseTorque(const lol::vec3& torque); |
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virtual void AddForce(const lol::vec3& force); |
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virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos); |
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virtual void AddImpulseTorque(const lol::vec3& torque); |
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virtual void AddForce(const lol::vec3& force); |
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virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos); |
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virtual void AddForceTorque(const lol::vec3& torque); |
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virtual void AddForceTorque(const lol::vec3& torque); |
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//Movements getter |
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//Movements getter |
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lol::vec3 GetLinearVelocity() const; |
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lol::vec3 GetLinearForce() const; |
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lol::vec3 GetAngularVelocity() const; |
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lol::vec3 GetAngularForce() const; |
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lol::vec3 GetLinearVelocity() const; |
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lol::vec3 GetLinearForce() const; |
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lol::vec3 GetAngularVelocity() const; |
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lol::vec3 GetAngularForce() const; |
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protected: |
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protected: |
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virtual void SetLocalInertia(float mass); |
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virtual void SetLocalInertia(float mass); |
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@@ -119,18 +119,18 @@ public: |
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virtual void RemoveFromSimulation(class Simulation* current_simulation) { } |
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virtual void RemoveFromSimulation(class Simulation* current_simulation) { } |
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//Force/Impulse functions |
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//Force/Impulse functions |
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virtual void AddImpulse(const lol::vec3& impulse) { } |
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virtual void AddImpulse(const lol::vec3& impulse) { } |
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virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos) { } |
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virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos) { } |
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virtual void AddImpulseTorque(const lol::vec3& torque) { } |
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virtual void AddForce(const lol::vec3& force) { } |
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virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos) { } |
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virtual void AddImpulseTorque(const lol::vec3& torque) { } |
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virtual void AddForce(const lol::vec3& force) { } |
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virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos) { } |
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virtual void AddForceTorque(const lol::vec3& torque) { } |
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virtual void AddForceTorque(const lol::vec3& torque) { } |
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//Movements getter |
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//Movements getter |
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lol::vec3 GetLinearVelocity() const { return lol::vec3(.0f); } |
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lol::vec3 GetLinearVelocity() const { return lol::vec3(.0f); } |
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lol::vec3 GetLinearForce() const { return lol::vec3(.0f); } |
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lol::vec3 GetAngularVelocity() const { return lol::vec3(.0f); } |
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lol::vec3 GetAngularForce() const { return lol::vec3(.0f); } |
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lol::vec3 GetLinearForce() const { return lol::vec3(.0f); } |
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lol::vec3 GetAngularVelocity() const { return lol::vec3(.0f); } |
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lol::vec3 GetAngularForce() const { return lol::vec3(.0f); } |
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virtual void InitBodyToGhost() { } |
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virtual void InitBodyToGhost() { } |
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