Cyclone | Cyclone: cyclone Namespace Reference |
Classes | |
class | RigidBody |
>RigidBody More... | |
struct | BoundingSphere |
Represents a bounding sphere that can be tested for overlap. More... | |
struct | PotentialContact |
Stores a potential contact to check later. More... | |
class | BVHNode |
A base class for nodes in a bounding volume hierarchy. More... | |
class | CollisionPrimitive |
Represents a primitive to detect collisions against. More... | |
class | CollisionSphere |
Represents a rigid body that can be treated as a sphere for collision detection. More... | |
class | CollisionPlane |
The plane is not a primitive: it doesn't represent another rigid body. More... | |
class | CollisionBox |
Represents a rigid body that can be treated as an aligned bounding box for collision detection. More... | |
class | IntersectionTests |
A wrapper class that holds fast intersection tests. More... | |
struct | CollisionData |
A helper structure that contains information for the detector to use in building its contact data. More... | |
class | CollisionDetector |
A wrapper class that holds the fine grained collision detection routines. More... | |
class | Contact |
>Contact More... | |
class | ContactResolver |
The contact resolution routine. More... | |
class | ContactGenerator |
This is the basic polymorphic interface for contact generators applying to rigid bodies. More... | |
class | Vector3 |
>Vector More... | |
class | Quaternion |
Holds a three degree of freedom orientation. More... | |
class | Matrix4 |
Holds a transform matrix, consisting of a rotation matrix and a position. More... | |
class | Matrix3 |
<Matrix3;Matrix3Intro More... | |
class | ForceGenerator |
A force generator can be asked to add a force to one or more bodies. More... | |
class | Gravity |
A force generator that applies a gravitational force. More... | |
class | Spring |
A force generator that applies a Spring force. More... | |
class | Explosion |
A force generator showing a three component explosion effect. More... | |
class | Aero |
A force generator that applies an aerodynamic force. More... | |
class | AeroControl |
A force generator with a control aerodynamic surface. More... | |
class | AngledAero |
A force generator with an aerodynamic surface that can be re-oriented relative to its rigid body. More... | |
class | Buoyancy |
A force generator to apply a buoyant force to a rigid body. More... | |
class | ForceRegistry |
Holds all the force generators and the bodies they apply to. More... | |
class | Joint |
Joints link together two rigid bodies and make sure they do not separate. More... | |
class | Particle |
>Particle More... | |
class | ParticleContact |
>PContact More... | |
class | ParticleContactResolver |
The contact resolution routine for particle contacts. More... | |
class | ParticleContactGenerator |
This is the basic polymorphic interface for contact generators applying to particles. More... | |
class | ParticleForceGenerator |
A force generator can be asked to add a force to one or more particles. More... | |
class | ParticleGravity |
A force generator that applies a gravitational force. More... | |
class | ParticleDrag |
A force generator that applies a drag force. More... | |
class | ParticleAnchoredSpring |
A force generator that applies a Spring force, where one end is attached to a fixed point in space. More... | |
class | ParticleAnchoredBungee |
A force generator that applies a bungee force, where one end is attached to a fixed point in space. More... | |
class | ParticleFakeSpring |
A force generator that fakes a stiff spring force, and where one end is attached to a fixed point in space. More... | |
class | ParticleSpring |
A force generator that applies a Spring force. More... | |
class | ParticleBungee |
A force generator that applies a spring force only when extended. More... | |
class | ParticleBuoyancy |
A force generator that applies a buoyancy force for a plane of liquid parrallel to XZ plane. More... | |
class | ParticleForceRegistry |
Holds all the force generators and the particles they apply to. More... | |
class | ParticleLink |
Links connect two particles together, generating a contact if they violate the constraints of their link. More... | |
class | ParticleCable |
Cables link a pair of particles, generating a contact if they stray too far apart. More... | |
class | ParticleRod |
Rods link a pair of particles, generating a contact if they stray too far apart or too close. More... | |
class | ParticleConstraint |
Constraints are just like links, except they connect a particle to an immovable anchor point. More... | |
class | ParticleCableConstraint |
Cables link a particle to an anchor point, generating a contact if they stray too far apart. More... | |
class | ParticleRodConstraint |
Rods link a particle to an anchor point, generating a contact if they stray too far apart or too close. More... | |
class | ParticleWorld |
Keeps track of a set of particles, and provides the means to update them all. More... | |
class | GroundContacts |
A contact generator that takes an STL vector of particle pointers and collides them against the ground. More... | |
class | Random |
Keeps track of one random stream: i.e. More... | |
class | World |
The world represents an independent simulation of physics. More... | |
Typedefs | |
typedef double | real |
Functions | |
void | setSleepEpsilon (real value) |
Sets the current sleep epsilon value: the kinetic energy under which a body may be put to sleep. | |
real | getSleepEpsilon () |
Gets the current value of the sleep epsilon parameter. | |
Variables | |
real | sleepEpsilon |
Holds the value for energy under which a body will be put to sleep. |
It is defined as a namespace to allow function and class names to be simple without causing conflicts.
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Gets the current value of the sleep epsilon parameter.
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Sets the current sleep epsilon value: the kinetic energy under which a body may be put to sleep. Bodies are put to sleep if they appear to have a stable kinetic energy less than this value. For simulations that often have low values (such as slow moving, or light objects), this may need reducing. The value is global; all bodies will use it.
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Holds the value for energy under which a body will be put to sleep. This is a global value for the whole solution. By default it is 0.1, which is fine for simulation when gravity is about 20 units per second squared, masses are about one, and other forces are around that of gravity. It may need tweaking if your simulation is drastically different to this. |
© 2000-2003 Icosagon. All Rights Reserved.
Distributed under licence.
Cyclone Version 2.0.5 (Documentation generated Fri Nov 10 20:44:18 2006). |