i6engine  1.0
PhysicalStateComponent.h File Reference
#include "i6engine/math/i6eQuaternion.h"
#include "i6engine/math/i6eVector.h"
#include "i6engine/api/components/Component.h"
#include "boost/thread/mutex.hpp"
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Classes

struct  i6e::api::CollisionGroup
 struct containing the collision info for an object More...
 
struct  i6e::api::RayTestResult
 struct containing information from raytest objID: id of GO hit first by the ray sourceID: id of the soure GO collisionPoint: hit point More...
 
class  i6e::api::PhysicalStateComponent
 Represents an object's physical state and synchronizes with the Physics subsystem. For creating a PhysicalStateComponent, these keys are possible:

Name Required Type Description Public
syncPrio no int priority from which upwards updates should be sent through network yes
gravity no Vec3 gravity for this object. Replaces default yes
pos yes Vec3 position of the SceneNode yes
rot yes Quaternion rotation of the SceneNode yes
scale yes Vec3 scale of the SceneNode yes
collisionGroup yes int int int ResponseType CrashType CrashMask yes
shapeType yes int one of the shapeTypes from ShapeType enum yes
shatterInterest yes int one of the shatterInterests from ShatterInterest enum yes
compound yes bool should this PSC be used as a compound shape together with other ones of this GameObject yes
More...
 

Namespaces

 i6e
 
 i6e::api
 
 i6e::api::ResponseType
 

Typedefs

typedef struct i6e::api::RayTestResult i6e::api::RayTestResult
 struct containing information from raytest objID: id of GO hit first by the ray sourceID: id of the soure GO collisionPoint: hit point More...
 

Enumerations

enum  i6e::api::ResponseType::ResponseType { i6e::api::ResponseType::NONE, i6e::api::ResponseType::STATIC, i6e::api::ResponseType::GHOST, i6e::api::ResponseType::TRIGGER }
 
enum  i6e::api::ShatterInterest : uint16_t { i6e::api::NONE, i6e::api::START, i6e::api::END, i6e::api::ALWAYS }
 Different flags for collision interest. More...