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gameplay::PhysicsGhostObject Class Reference

#include <PhysicsGhostObject.h>

Inheritance diagram for gameplay::PhysicsGhostObject:
gameplay::PhysicsCollisionObject gameplay::Transform::Listener gameplay::PhysicsCharacter

List of all members.

Public Member Functions

PhysicsCollisionObject::Type getType () const
void transformChanged (Transform *transform, long cookie)

Protected Member Functions

btCollisionObject * getCollisionObject () const
 PhysicsGhostObject (Node *node, const PhysicsCollisionShape::Definition &shape, int group=PHYSICS_COLLISION_GROUP_DEFAULT, int mask=PHYSICS_COLLISION_MASK_DEFAULT)
virtual ~PhysicsGhostObject ()

Static Protected Member Functions

static PhysicsGhostObjectcreate (Node *node, Properties *properties)

Protected Attributes

btPairCachingGhostObject * _ghostObject

Detailed Description

Defines a physics ghost object.

It is a collision volume that does not participate in the physics simulation but can be used the test against other phyics collision objects.

See also:
http://gameplay3d.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects

Constructor & Destructor Documentation

gameplay::PhysicsGhostObject::PhysicsGhostObject ( Node node,
const PhysicsCollisionShape::Definition shape,
int  group = PHYSICS_COLLISION_GROUP_DEFAULT,
int  mask = PHYSICS_COLLISION_MASK_DEFAULT 
) [protected]

Constructor.

Parameters:
nodeThe node to attach the ghost object to.
shapeThe collision shape definition for the ghost object.
groupGroup identifier
maskBitmask field for filtering collisions with this object.
virtual gameplay::PhysicsGhostObject::~PhysicsGhostObject ( ) [protected, virtual]

Destructor.


Member Function Documentation

static PhysicsGhostObject* gameplay::PhysicsGhostObject::create ( Node node,
Properties properties 
) [static, protected]

Creates a ghost object from the specified properties object.

Parameters:
nodeThe node to create a ghost object for; note that the node must have a model attached to it prior to creating a ghost object for it.
propertiesThe properties object defining the ghost object (must have namespace equal to 'ghost').
Returns:
The newly created ghost object, or NULL if the ghost object failed to load.
btCollisionObject* gameplay::PhysicsGhostObject::getCollisionObject ( ) const [protected, virtual]
void gameplay::PhysicsGhostObject::transformChanged ( Transform transform,
long  cookie 
) [virtual]

Used to synchronize the transform between GamePlay and Bullet.

Implements gameplay::Transform::Listener.


Member Data Documentation

btPairCachingGhostObject* gameplay::PhysicsGhostObject::_ghostObject [protected]

Pointer to the Bullet ghost collision object.

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