Cyclone Cyclone: cyclone Namespace Reference

cyclone Namespace Reference

>VectorIntro More...


Classes

class  RigidBody
 >RigidBody More...
struct  BoundingSphere
 Represents a bounding sphere that can be tested for overlap. More...
struct  PotentialContact
 Stores a potential contact to check later. More...
class  BVHNode
 A base class for nodes in a bounding volume hierarchy. More...
class  CollisionPrimitive
 Represents a primitive to detect collisions against. More...
class  CollisionSphere
 Represents a rigid body that can be treated as a sphere for collision detection. More...
class  CollisionPlane
 The plane is not a primitive: it doesn't represent another rigid body. More...
class  CollisionBox
 Represents a rigid body that can be treated as an aligned bounding box for collision detection. More...
class  IntersectionTests
 A wrapper class that holds fast intersection tests. More...
struct  CollisionData
 A helper structure that contains information for the detector to use in building its contact data. More...
class  CollisionDetector
 A wrapper class that holds the fine grained collision detection routines. More...
class  Contact
 >Contact More...
class  ContactResolver
 The contact resolution routine. More...
class  ContactGenerator
 This is the basic polymorphic interface for contact generators applying to rigid bodies. More...
class  Vector3
 >Vector More...
class  Quaternion
 Holds a three degree of freedom orientation. More...
class  Matrix4
 Holds a transform matrix, consisting of a rotation matrix and a position. More...
class  Matrix3
 <Matrix3;Matrix3Intro More...
class  ForceGenerator
 A force generator can be asked to add a force to one or more bodies. More...
class  Gravity
 A force generator that applies a gravitational force. More...
class  Spring
 A force generator that applies a Spring force. More...
class  Explosion
 A force generator showing a three component explosion effect. More...
class  Aero
 A force generator that applies an aerodynamic force. More...
class  AeroControl
 A force generator with a control aerodynamic surface. More...
class  AngledAero
 A force generator with an aerodynamic surface that can be re-oriented relative to its rigid body. More...
class  Buoyancy
 A force generator to apply a buoyant force to a rigid body. More...
class  ForceRegistry
 Holds all the force generators and the bodies they apply to. More...
class  Joint
 Joints link together two rigid bodies and make sure they do not separate. More...
class  Particle
 >Particle More...
class  ParticleContact
 >PContact More...
class  ParticleContactResolver
 The contact resolution routine for particle contacts. More...
class  ParticleContactGenerator
 This is the basic polymorphic interface for contact generators applying to particles. More...
class  ParticleForceGenerator
 A force generator can be asked to add a force to one or more particles. More...
class  ParticleGravity
 A force generator that applies a gravitational force. More...
class  ParticleDrag
 A force generator that applies a drag force. More...
class  ParticleAnchoredSpring
 A force generator that applies a Spring force, where one end is attached to a fixed point in space. More...
class  ParticleAnchoredBungee
 A force generator that applies a bungee force, where one end is attached to a fixed point in space. More...
class  ParticleFakeSpring
 A force generator that fakes a stiff spring force, and where one end is attached to a fixed point in space. More...
class  ParticleSpring
 A force generator that applies a Spring force. More...
class  ParticleBungee
 A force generator that applies a spring force only when extended. More...
class  ParticleBuoyancy
 A force generator that applies a buoyancy force for a plane of liquid parrallel to XZ plane. More...
class  ParticleForceRegistry
 Holds all the force generators and the particles they apply to. More...
class  ParticleLink
 Links connect two particles together, generating a contact if they violate the constraints of their link. More...
class  ParticleCable
 Cables link a pair of particles, generating a contact if they stray too far apart. More...
class  ParticleRod
 Rods link a pair of particles, generating a contact if they stray too far apart or too close. More...
class  ParticleConstraint
 Constraints are just like links, except they connect a particle to an immovable anchor point. More...
class  ParticleCableConstraint
 Cables link a particle to an anchor point, generating a contact if they stray too far apart. More...
class  ParticleRodConstraint
 Rods link a particle to an anchor point, generating a contact if they stray too far apart or too close. More...
class  ParticleWorld
 Keeps track of a set of particles, and provides the means to update them all. More...
class  GroundContacts
 A contact generator that takes an STL vector of particle pointers and collides them against the ground. More...
class  Random
 Keeps track of one random stream: i.e. More...
class  World
 The world represents an independent simulation of physics. More...

Typedefs

typedef double real

Functions

void setSleepEpsilon (real value)
 Sets the current sleep epsilon value: the kinetic energy under which a body may be put to sleep.
real getSleepEpsilon ()
 Gets the current value of the sleep epsilon parameter.

Variables

real sleepEpsilon
 Holds the value for energy under which a body will be put to sleep.


Detailed Description

>VectorIntro

It is defined as a namespace to allow function and class names to be simple without causing conflicts.


Typedef Documentation

typedef double cyclone::real
 


Function Documentation

real cyclone::getSleepEpsilon  ) 
 

Gets the current value of the sleep epsilon parameter.

See also:
sleepEpsilon

setSleepEpsilon

Returns:
The current value of the parameter.

void cyclone::setSleepEpsilon real  value  ) 
 

Sets the current sleep epsilon value: the kinetic energy under which a body may be put to sleep.

Bodies are put to sleep if they appear to have a stable kinetic energy less than this value. For simulations that often have low values (such as slow moving, or light objects), this may need reducing.

The value is global; all bodies will use it.

See also:
sleepEpsilon

getSleepEpsilon

Parameters:
value The sleep epsilon value to use from this point on.


Variable Documentation

real cyclone::sleepEpsilon
 

Holds the value for energy under which a body will be put to sleep.

This is a global value for the whole solution. By default it is 0.1, which is fine for simulation when gravity is about 20 units per second squared, masses are about one, and other forces are around that of gravity. It may need tweaking if your simulation is drastically different to this.