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System Class Reference
Inheritance diagram for System:
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Collaboration diagram for System:
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List of all members.

Public Member Functions

ArchimedgetArchimed ()
CollisiongetCollision ()
void collisionSound (bool b)
void clear ()
void update ()
void force ()
 !!!!!!!
void init ()
 !!
void disp (vector< bool > options=vector< bool >(10, false))
ostream & cdisp (ostream &)
ObstacleaddObstacle (Vect const &pos, Vect const &dim, double mass, Vect const &ang=Vect(3))
ObjCGaddObj (Vect const &pos, Vect const &vit, double mass, double const &size, bool const &grav=false, double const &charg=0, bool const &disp=true)
BalladdObjLife (Vect const &pos, Vect const &vit, double mass, double size, double life)
ForceaddSpringAttach (Obj &o1, Obj &o2, Vect const &attache1, Vect const &attache2, double const &k1, double const &l0, bool const &amorti)
ForceaddSpring (Obj &, Obj &, double const &k1, double const &l0, bool const &amorti=false, int const &breakDeform=0, double const &k2=0, double const &l1=0, double const &fmax=0)
SystemaddSys (Vect const &pos, double const &scale)
vector< Obj * > generate (Vect const &pos, Vect const &dim, double const &space, double const &mass, int const &meshtype=0, double const &K=100, bool const &breakable=false, double const &charg=0, bool const &dispBall=true, bool const &amorti=false, Vect const &vit=Vect(3))
ObjgeneratePendulum (Vect const &pos, double const &length, double const &mass, double const &rayon)
vector< Obj * > generatePendulum2 (Vect const &pos, double const &length, double const &mass, double const &rayon)
vector< Obj * > generatePendulum3 (Vect const &pos, double const &length, double const &mass, double const &rayon)
VentillateuraddVentillateur (Vect const &pos, double forceStrength=10, double mass=1, double rayon=1)
DispaddDisp (Disp *)
void delObj (Obj *obj)
void delF (Force *f)
 System (int const &scale, set< Obj * > &tabObj, set< ObjC * > &tabC, Vect const &pos, Vect const &ang=Vect(3), bool const &collision=false)

Public Attributes

bool collisionBool
bool archimedBool
double frottement
 void send( ???, System& s);// envoyer l'objet et ses forces dans un autre Sys

Protected Attributes

int scale
set< Obj * > tabObj
map< Obj *, map< Obj *, bool > > collisionTable
set< Force * > tabF
set< ObjC * > tabCharg
 PENSER A VIDER CHARGE ET ELEC FIELD A CHAQUE BOUCLE.
set< Obstacle * > tabObstacle
Collision collision
Archimed archimed
set< System * > tabSys
Vect acceleration
Vect elecField
Vect magnetField
set< Disp * > tabDisp
bool collisionSoundBoolean

Member Function Documentation

void System::force ( ) [virtual]

!!!!!!!

  • acceleration si systme en mouvement (*tabSys[i]).acceleration+=;

verifier

Reimplemented from ObjCG.

vector< Obj * > System::generate ( Vect const &  pos,
Vect const &  dim,
double const &  space,
double const &  mass,
int const &  meshtype = 0,
double const &  K = 100,
bool const &  breakable = false,
double const &  charg = 0,
bool const &  dispBall = true,
bool const &  amorti = false,
Vect const &  vit = Vect(3) 
)

ne pas ajouter manuellement, sert juste temporairement pour la numerotation

void System::update ( ) [virtual]

SI TROP LOIN, envoyer dans le parent, si pas de parent (parent = lui mme) => del

Reimplemented from ObjC.

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