Public Member Functions | |
Archimed * | getArchimed () |
Collision * | getCollision () |
void | collisionSound (bool b) |
void | clear () |
void | update () |
void | force () |
!!!!!!! | |
void | init () |
!! | |
void | disp (vector< bool > options=vector< bool >(10, false)) |
ostream & | cdisp (ostream &) |
Obstacle * | addObstacle (Vect const &pos, Vect const &dim, double mass, Vect const &ang=Vect(3)) |
ObjCG * | addObj (Vect const &pos, Vect const &vit, double mass, double const &size, bool const &grav=false, double const &charg=0, bool const &disp=true) |
Ball * | addObjLife (Vect const &pos, Vect const &vit, double mass, double size, double life) |
Force * | addSpringAttach (Obj &o1, Obj &o2, Vect const &attache1, Vect const &attache2, double const &k1, double const &l0, bool const &amorti) |
Force * | addSpring (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) |
System * | addSys (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)) |
Obj * | generatePendulum (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) |
Ventillateur * | addVentillateur (Vect const &pos, double forceStrength=10, double mass=1, double rayon=1) |
Disp * | addDisp (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 |
void System::force | ( | ) | [virtual] |
!!!!!!!
verifier
Reimplemented from ObjCG.
vector< Obj * > System::generate | ( | Vect const & | pos, |
Vect const & | dim, | ||
double const & | space, | ||
double const & | mass, | ||
int const & | meshtype = 0 , |
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double const & | K = 100 , |
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bool const & | breakable = false , |
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double const & | charg = 0 , |
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bool const & | dispBall = true , |
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bool const & | amorti = false , |
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Vect const & | vit = Vect(3) |
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) |
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.