40 #ifndef _rigiddebris_h
41 #define _rigiddebris_h
77 virtual void CreateRigidDebris(
const Real Mass);
86 virtual void DestroyRigidDebris();
124 virtual Boole IsInWorld()
const;
127 virtual Boole IsStatic()
const;
129 virtual Boole IsKinematic()
const;
140 virtual void AddToWorld();
142 virtual void RemoveFromWorld();
148 virtual void SetLocation(
const Vector3& Loc);
150 virtual void SetLocation(
const Real X,
const Real Y,
const Real Z);
152 virtual Vector3 GetLocation()
const;
154 virtual void SetOrientation(
const Quaternion& Ori);
156 virtual void SetOrientation(
const Real X,
const Real Y,
const Real Z,
const Real W);
160 virtual void SetScale(
const Vector3& Sc);
162 virtual void SetScale(
const Real X,
const Real Y,
const Real Z);
164 virtual Vector3 GetScale()
const;
167 virtual void Translate(
const Vector3& Trans);
169 virtual void Translate(
const Real X,
const Real Y,
const Real Z);
171 virtual void Yaw(
const Real Angle);
173 virtual void Pitch(
const Real Angle);
175 virtual void Roll(
const Real Angle);
177 virtual void Rotate(
const Vector3& Axis,
const Real Angle);
179 virtual void Rotate(
const Quaternion& Rotation);
181 virtual void Scale(
const Vector3& Scale);
183 virtual void Scale(
const Real X,
const Real Y,
const Real Z);
189 virtual void ProtoSerializeProperties(
XML::Node& SelfRoot)
const;
191 virtual void ProtoSerializeProxies(
XML::Node& SelfRoot)
const;
194 virtual void ProtoDeSerializeProperties(
const XML::Node& SelfRoot);
196 virtual void ProtoDeSerializeProxies(
const XML::Node& SelfRoot);
199 virtual String GetDerivedSerializableName()
const;
201 static String GetSerializableName();
207 virtual void _Update();
209 virtual void _NotifyProxyDestroyed(
WorldProxy* ToBeDestroyed);
225 virtual String GetTypeName()
const;
249 virtual void DestroyDebris(
Debris* ToBeDestroyed);
This is the base class for all collision shapes.
bool Boole
Generally acts a single bit, true or false.
This class is used to check and modify the properties of a graphics mesh.
A base factory type for the creation of Debris objects.
This is the proxy class for placing and manipulating a mesh in the scene.
A base factory type for the creation of non-deformable Debris objects.
float Real
A Datatype used to represent a real floating point number.
std::vector< WorldProxy * > ProxyContainer
Basic container type for WorldProxy storage by this class.
A light-weight handle for manipulating nodes in DOM tree.
A simple world object without a large structure ideal for representing loose small objects...
This is the base class for proxy objects belonging to the various 3D subsystems.
uint32_t UInt32
An 32-bit unsigned integer.
This file contains the declaration for the debris class used to represent a small loose object in the...
This is a proxy from which rigid body proxys are handled.
This is used to represent a point in space, or a vector through space.
WorldObjectType
Used by various classes to help identify what class an object is.
The bulk of the engine components go in this namspace.
This class represents a world for objects to interact within.
Graphics::EntityProxy * EntProx
A pointer to the graphics representation of this debris.
This is used to store information about rotation in 3d space.
std::map< String, String > NameValuePairMap
This is a datatype mostly used for describing settings or parameters that can't be declared in advanc...
std::string String
A datatype used to a series of characters.
Physics::RigidProxy * RigProx
A pointer to the physics representation of this debris.