23 #include "worldsimconfig.h"
26 #include "wquaternion.h"
32 class PhyObjectPrivate;
34 class PhyCompoundObject;
67 void setKinematic(
bool b,
bool c =
false);
84 return !isKinematic || isKinematicCollidable;
92 void setStatic(
bool b);
110 void addForce(
const wVector& force );
111 void setForce(
const wVector& force);
114 void addTorque(
const wVector& torque );
115 void setTorque(
const wVector& torque );
119 void setMassInertiaVec(
const wVector& );
121 wVector massInertiaVec()
const;
123 wVector invMassInertiaVec()
const;
127 void setMass(
real );
131 void setOmega(
const wVector& omega );
133 void setVelocity(
const wVector& velocity );
135 void addImpulse(
const wVector& pointDeltaVeloc,
const wVector& pointPosit );
136 void setMaterial( QString material );
137 QString material()
const;
148 bool isKinematicCollidable;
157 virtual void changedMatrix();
160 WorldPrivate* worldpriv;
161 friend class PhyObjectPrivate;
162 friend class WorldPrivate;
166 void createPrivateObject();
bool getKinematic() const
Returns true if the object has kinematic behaviour.
static wMatrix identity()
create an identity matrix
bool isCollidable() const
Returns true if this object collides with other object.
bool getStatic() const
Returns true if the object is static.
PhyObjectPrivate * priv
Engine encapsulation.