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void ICLPhysics_API | icl::physics::remove_fallen_objects (geom::Scene *scene, PhysicsWorld *world, float minZ=-2000) |
| removes all rigid object from the given scene and world that are below minZ More...
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void ICLPhysics_API | icl::physics::add_clutter (geom::Scene *scene, PhysicsWorld *world, int num=30) |
| adds num random objects More...
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void ICLPhysics_API | icl::physics::calcDistance (PhysicsObject *a, PhysicsObject *b, geom::Vec &pointOnA, geom::Vec &pointOnB, float &distance) |
| Calculates the distance between the 2 closest points of the objects a and b. More...
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void ICLPhysics_API | icl::physics::calcDistance (PhysicsObject *a, PhysicsObject *b, geom::Mat transA, geom::Mat transB, geom::Vec &pointOnA, geom::Vec &pointOnB, float &distance) |
| Calculates the distance between the 2 closest points of the objects a and b. More...
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void ICLPhysics_API | icl::physics::createObjectsFromBlobs (const std::vector< std::vector< int > > &indices, const std::vector< geom::Vec > &vertices, std::vector< PhysicsObject * > &objects) |
| Creates primitives from blobs. The last blob is assumed to be the Table the objects rest on. More...
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