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RigsofRods
Soft-body Physics Simulation
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Core data structures for simulation; Everything affected by by either physics, network or user interaction is here. More...
#include "ForwardDeclarations.h"
#include "SimConstants.h"
#include "BitFlags.h"
#include "CmdKeyInertia.h"
#include "InputEngine.h"
#include <memory>
#include <Ogre.h>
#include <OgreUTFString.h>
#include <rapidjson/document.h>
Go to the source code of this file.
Data Structures | |
struct | RoR::node_t |
Physics: A vertex in the softbody structure. More... | |
struct | RoR::beam_t |
Simulation: An edge in the softbody structure. More... | |
struct | RoR::shock_t |
struct | RoR::collcab_rate_t |
struct | RoR::soundsource_t |
struct | RoR::wheel_t |
struct | RoR::wheeldetacher_t |
struct | RoR::hook_t |
struct | RoR::ropable_t |
struct | RoR::rope_t |
struct | RoR::tie_t |
struct | RoR::wing_t |
struct | RoR::commandbeam_state_t |
struct | RoR::commandbeam_t |
struct | RoR::command_t |
struct | RoR::hydrobeam_t |
struct | RoR::rotator_t |
struct | RoR::flare_t |
struct | RoR::PropAnimKeyState |
User input state for animated props with 'source:event'. More... | |
class | RoR::CmdKeyArray |
For backwards compatibility of the 'triggers' feature, the commandkey array must support negative indices of any size without breaking memory. More... | |
struct | RoR::UniqueCommandKeyPair |
UI helper for displaying command control keys to user. More... | |
struct | RoR::collision_box_t |
struct | RoR::ground_model_t |
Surface friction properties. More... | |
struct | RoR::FreeForce |
Global force affecting particular (base) node of particular (base) actor; added ad-hoc by scripts. More... | |
struct | RoR::FreeForceRequest |
Common for ADD and MODIFY requests; tailored for use with AngelScript thru GameScript::pushMessage() . More... | |
struct | RoR::authorinfo_t |
struct | RoR::ActorSpawnRequest |
struct | RoR::ActorModifyRequest |
struct | RoR::ActorLinkingRequest |
Estabilishing a physics linkage between 2 actors modifies a global linkage table and triggers immediate update of every actor's linkage tables, so it has to be done sequentially on main thread. More... | |
Namespaces | |
RoR | |
Typedefs | |
typedef std::vector< collision_box_t * > | RoR::CollisionBoxPtrVec |
Functions | |
const char * | RoR::ActorSimAttrToString (ActorSimAttr attr) |
Core data structures for simulation; Everything affected by by either physics, network or user interaction is here.
Definition in file SimData.h.