#include <CGELMesh.h>
Public Member Functions | |
cGELMesh (cWorld *a_world) | |
Constructor of cMesh. | |
virtual | ~cGELMesh () |
Destructor of cMesh. | |
void | buildVertices () |
Build dynamic vertices for deformable mesh. | |
void | connectVerticesToSkeleton (bool a_connectToNodesOnly) |
Connect each vertex to skeleton. | |
void | updateVertexPosition () |
Update position of vertices connected to skeleton. | |
void | clearForces () |
Clear forces. | |
void | clearExternalForces () |
Clear external forces. | |
void | computeForces () |
Compute forces. | |
void | computeNextPose (double iTimeInterval) |
Compute next pose. | |
void | applyNextPose () |
Apply new computed pose. | |
virtual void | render (const int a_renderMode=CHAI_RENDER_MODE_RENDER_ALL) |
Render deformable mesh. | |
Public Attributes | |
list< cGELSkeletonNode * > | m_nodes |
List of nodes composing the skeleton. | |
list< cGELSkeletonLink * > | m_links |
List of links connecting the different nodes. | |
list< cGELLinearSpring * > | m_linearSprings |
List of linear springs connecting vertices together. | |
vector< cGELVertex > | m_gelVertices |
List of deformable vertices. | |
bool | m_showSkeletonModel |
If true then display skeleton. | |
bool | m_showMassParticleModel |
If true then display mass particle model. | |
bool | m_useSkeletonModel |
Use skeleton model. | |
bool | m_useMassParticleModel |
Use vertex mass particle model. |
void cGELMesh::applyNextPose | ( | ) |
Apply new computed pose.
Apply the next pose of each node.
void cGELMesh::buildVertices | ( | ) |
Build dynamic vertices for deformable mesh.
Build dynamic vertices for deformable mesh
void cGELMesh::clearExternalForces | ( | ) |
Clear external forces.
Clear external forces on nodes.
void cGELMesh::computeForces | ( | ) |
Compute forces.
Compute all internal forces.
void cGELMesh::computeNextPose | ( | double | a_timeInterval | ) |
Compute next pose.
Compute next pose of each node.
void cGELMesh::connectVerticesToSkeleton | ( | bool | a_connectToNodesOnly | ) |
Connect each vertex to skeleton.
Connect each vertex to nearest node.
a_connectToNodesOnly | if true, then skin is only connected to nodes. otherwise skin shall be connected to links too. |
void cGELMesh::render | ( | const int | a_renderMode = CHAI_RENDER_MODE_RENDER_ALL |
) | [virtual] |
Render deformable mesh.
Render this deformable mesh in OpenGL.
a_renderMode | Rendering mode (see cGenericObject). |
Reimplemented from cMesh.