Mouse Joint, specifying an anchor in world-space and one on the body, will constrain the body at those points.
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#include "mouse_joint.hpp"
Mouse Joint, specifying an anchor in world-space and one on the body, will constrain the body at those points.
- Todo:
change CollisionBody to RigidBody
improve the prototype
◆ MouseJoint()
| MouseJoint::MouseJoint |
( |
unsigned int |
indexA, |
|
|
vec3 |
anchorA, |
|
|
vec3 |
anchorB |
|
) |
| |
◆ applyImpulse()
| int MouseJoint::applyImpulse |
( |
| ) |
|
◆ preStep()
| int MouseJoint::preStep |
( |
float |
dt | ) |
|
◆ setAnchor()
| int MouseJoint::setAnchor |
( |
vec3 |
anchor | ) |
|
◆ setBodyAnchor()
| int MouseJoint::setBodyAnchor |
( |
vec3 |
localPoint | ) |
|
◆ allJoints
◆ anchor_a
| vec3 MouseJoint::anchor_a |
◆ anchor_a_ws
| vec3 MouseJoint::anchor_a_ws |
◆ anchor_b
| vec3 MouseJoint::anchor_b |
◆ anchor_b_ws
| vec3 MouseJoint::anchor_b_ws |
◆ bias
| vec3 MouseJoint::bias = vec3(0,0,0) |
◆ body_a
◆ body_a_index
| unsigned int MouseJoint::body_a_index |
◆ body_b
◆ body_b_index
| unsigned int MouseJoint::body_b_index |
◆ effective_mass
| mat3 MouseJoint::effective_mass = mat3(0.0f) |
| vec3 MouseJoint::P = vec3(0,0,0) |
◆ prev_anchor_b
| vec3 MouseJoint::prev_anchor_b = vec3(0,0,0) |
◆ unset
| bool MouseJoint::unset = true |
The documentation for this class was generated from the following file: