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Public API Reference |
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A class to help visualization and debugging of physical simulations made through the iDynamicSystem plugin. More...
#include <ivaria/dynamicsdebug.h>
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. |
A class to help visualization and debugging of physical simulations made through the iDynamicSystem plugin.
Definition at line 57 of file dynamicsdebug.h.
virtual void CS::Debug::iDynamicSystemDebugger::SetBodyStateMaterial | ( | CS::Physics::Bullet::BodyState | state, |
iMaterialWrapper * | material | ||
) | [pure virtual] |
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.
debugMode | True 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.
virtual void CS::Debug::iDynamicSystemDebugger::SetDynamicBodyMaterial | ( | iMaterialWrapper * | material | ) | [pure virtual] |
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.
virtual void CS::Debug::iDynamicSystemDebugger::SetStaticBodyMaterial | ( | iMaterialWrapper * | material | ) | [pure virtual] |
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.