Drag[en]gine Game Engine  1.21
dePhysicsSystem Class Reference

Physics System. More...

#include <dePhysicsSystem.h>

Inheritance diagram for dePhysicsSystem:
deBaseSystem

Public Member Functions

Constructors and Destructors
 dePhysicsSystem (deEngine *engine)
 Create new physics system linked to the given engine. More...
 
 ~dePhysicsSystem ()
 Clean up physics system. More...
 
Management
deBasePhysicsModuleGetActiveModule () const
 
void LoadComponent (deComponent *component)
 Create peer object for the given component using the active module and assigns it. More...
 
void LoadModel (deModel *model)
 Create peer object for the given model using the active module and assigns it. More...
 
void LoadSkin (deSkin *skin)
 Create peer object for the given skin using the active module and assigns it. More...
 
void LoadRig (deRig *rig)
 Create peer object for the given rig using the active module and assigns it. More...
 
void LoadWorld (deWorld *world)
 Create peer object for the given world using the active module and assigns it. More...
 
void LoadCollider (deCollider *collider)
 Create peer object for the given collider using the active module and assigns it. More...
 
void LoadDecal (deDecal *decal)
 Create peer object for the given decal using the active module and assigns it. More...
 
void LoadTouchSensor (deTouchSensor *touchSensor)
 Create peer object for the given touch sensor using the active module and assigns it. More...
 
void LoadHeightTerrain (deHeightTerrain *heightTerrain)
 Create peer object for the given height terrain using the active module and assigns it. More...
 
void LoadPropField (dePropField *propField)
 Create peer object for the given prop field using the active module and assigns it. More...
 
void LoadForceField (deForceField *forceField)
 Create peer object for the given force field using the active module and assigns it. More...
 
void LoadParticleEmitter (deParticleEmitter *emitter)
 Create peer for the particle emitter using the active module and assigns it. More...
 
void LoadParticleEmitterInstance (deParticleEmitterInstance *instance)
 Create peer for the particle emitter instance using the active module and assigns it. More...
 
void LoadSmokeEmitter (deSmokeEmitter *smokeEmitter)
 Create peer for the smoke emitter using the active module and assigns it. More...
 
Overloadables
virtual void SetActiveModule (deLoadableModule *module)
 Set active loadable module. More...
 
virtual void ClearPermanents ()
 Clearcross references and links that could lead to memory leaks. More...
 
virtual void PostStart ()
 Carry out here actions right after the system started up. More...
 
virtual void PreStop ()
 Carry out here actions right before the system shuts down. More...
 
- Public Member Functions inherited from deBaseSystem
 deBaseSystem (deEngine *engine, const char *systemName, int requiredModuleType)
 Create new base system linked to the given engine. More...
 
virtual ~deBaseSystem ()
 Clean up base system. More...
 
deEngineGetEngine () const
 Linked game engine. More...
 
deLoadableModuleGetActiveLoadableModule () const
 Active loadable module. More...
 
bool GetIsRunning () const
 System is running. More...
 
bool GetHasFailed () const
 System has failed during runtime. More...
 
const decStringGetSystemName () const
 System name. More...
 
virtual bool CanStart ()
 
void SetHasFailed (bool hasFailed)
 Set if system has failed. More...
 
virtual void Start ()
 Start system and the active loadable module. More...
 
virtual void Stop ()
 Stop system and the active loadable module. More...
 
void CheckAndActivateFirst (deModuleSystem::eModuleTypes type)
 Check if at least one module is working and select the first one. More...
 
void LogInfo (const char *message)
 Output information message on the console. More...
 
void LogInfoFormat (const char *message,...)
 Output formated information message on the console. More...
 
void LogInfoFormatUsing (const char *message, va_list args)
 Output formated information message on the console. More...
 
void LogWarn (const char *message)
 Output warning message on the console. More...
 
void LogWarnFormat (const char *message,...)
 Output formated warning message on the console. More...
 
void LogWarnFormatUsing (const char *message, va_list args)
 Output formated warning message on the console. More...
 
void LogError (const char *message)
 Output error message on the console. More...
 
void LogErrorFormat (const char *message,...)
 Output formated error message on the console. More...
 
void LogErrorFormatUsing (const char *message, va_list args)
 Output formated error message on the console. More...
 
void LogException (const deException &exception)
 Output exception as error message on the console. More...
 

Detailed Description

Physics System.

Provides physical simulation support.

Constructor & Destructor Documentation

◆ dePhysicsSystem()

dePhysicsSystem::dePhysicsSystem ( deEngine engine)

Create new physics system linked to the given engine.

◆ ~dePhysicsSystem()

dePhysicsSystem::~dePhysicsSystem ( )

Clean up physics system.

Member Function Documentation

◆ ClearPermanents()

virtual void dePhysicsSystem::ClearPermanents ( )
virtual

Clearcross references and links that could lead to memory leaks.

Do not forget to call the super function.

Reimplemented from deBaseSystem.

◆ GetActiveModule()

deBasePhysicsModule* dePhysicsSystem::GetActiveModule ( ) const
inline

◆ LoadCollider()

void dePhysicsSystem::LoadCollider ( deCollider collider)

Create peer object for the given collider using the active module and assigns it.

◆ LoadComponent()

void dePhysicsSystem::LoadComponent ( deComponent component)

Create peer object for the given component using the active module and assigns it.

◆ LoadDecal()

void dePhysicsSystem::LoadDecal ( deDecal decal)

Create peer object for the given decal using the active module and assigns it.

◆ LoadForceField()

void dePhysicsSystem::LoadForceField ( deForceField forceField)

Create peer object for the given force field using the active module and assigns it.

◆ LoadHeightTerrain()

void dePhysicsSystem::LoadHeightTerrain ( deHeightTerrain heightTerrain)

Create peer object for the given height terrain using the active module and assigns it.

◆ LoadModel()

void dePhysicsSystem::LoadModel ( deModel model)

Create peer object for the given model using the active module and assigns it.

◆ LoadParticleEmitter()

void dePhysicsSystem::LoadParticleEmitter ( deParticleEmitter emitter)

Create peer for the particle emitter using the active module and assigns it.

◆ LoadParticleEmitterInstance()

void dePhysicsSystem::LoadParticleEmitterInstance ( deParticleEmitterInstance instance)

Create peer for the particle emitter instance using the active module and assigns it.

◆ LoadPropField()

void dePhysicsSystem::LoadPropField ( dePropField propField)

Create peer object for the given prop field using the active module and assigns it.

◆ LoadRig()

void dePhysicsSystem::LoadRig ( deRig rig)

Create peer object for the given rig using the active module and assigns it.

◆ LoadSkin()

void dePhysicsSystem::LoadSkin ( deSkin skin)

Create peer object for the given skin using the active module and assigns it.

◆ LoadSmokeEmitter()

void dePhysicsSystem::LoadSmokeEmitter ( deSmokeEmitter smokeEmitter)

Create peer for the smoke emitter using the active module and assigns it.

◆ LoadTouchSensor()

void dePhysicsSystem::LoadTouchSensor ( deTouchSensor touchSensor)

Create peer object for the given touch sensor using the active module and assigns it.

◆ LoadWorld()

void dePhysicsSystem::LoadWorld ( deWorld world)

Create peer object for the given world using the active module and assigns it.

◆ PostStart()

virtual void dePhysicsSystem::PostStart ( )
virtual

Carry out here actions right after the system started up.

Reimplemented from deBaseSystem.

◆ PreStop()

virtual void dePhysicsSystem::PreStop ( )
virtual

Carry out here actions right before the system shuts down.

Reimplemented from deBaseSystem.

◆ SetActiveModule()

virtual void dePhysicsSystem::SetActiveModule ( deLoadableModule module)
virtual

Set active loadable module.

Do not forget to call the super function.

Reimplemented from deBaseSystem.


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