Compounds | |
| class | Body |
| Body, for use in a rigid body dynamics system. More... | |
| class | DynamicSystem |
| class | Memory |
| class | ODEsolver |
| class | Operator |
| class | AccelerationOperator |
| FORCE by AccelerationOperator. More... | |
| class | BinaryForceOperator |
| Binary force, a force operator that acts on only two particles in the system. More... | |
| class | ColorWithAgeOperator |
| as it gets older, color it. More... | |
| class | CurrentOperator |
| CurrentOperator (FORCE by some moving fluid). More... | |
| class | Emitter |
| class | FlameEmitter |
| emits particles to look like fire. More... | |
| class | GlobalForceOperator |
| FORCE A basic force, will apply it's force to all particles in the system. More... | |
| class | GlobalOperator |
| global - acts on all entities in the system. More... | |
| class | GravityOperator |
| gravity - a specialized case of constant acceleration. More... | |
| class | GrimReaperOperator |
| using the time to live, kill the particle when expired. More... | |
| class | GrowWithAgeOperator |
| class | SpiralEmitter |
| emits a vertical spiral over time, interesting, kind of weird. More... | |
| class | SpringForceOperator |
| class | ViscousDragOperator |
| FORCE from Viscous Drag. More... | |
| class | Particle |
| class | SolverFactory |
| class | EulerODEsolver |
| class | HeunODEsolver |
| class | ModifiedEulerODEsolver |
| class | RungeKuttaODEsolver |
| class | FireParticle |
| class | Torch |
| a system-in-a-box ready to make a fire. More... | |
| class | KeyFramerExporter |
| class | KeyFramerImporter |
| class | Key |
| class | KeyFramer |
| class | PosQuatKey |
| class | StopWatch |
Typedefs | |
| typedef boost::shared_ptr< Body > | BodyPtr |
Functions | |
| void | starOperator (const gmtl::Vec3f &a, gmtl::Matrix44f &aStar) |
| So we can easilly get R = ( a x b(col0) a x b(col1) a x b(col2) ) by computing R = (a*) * b. More... | |
| gmtl::Matrix44f | matrix (const ani::Body &body) |
| call this with any body. More... | |
| gmtl::Matrix44f | invMatrix (const ani::Body &body) |
| call this with any body. More... | |
| std::vector< gmtl::Point3f > | getLocalBox (const ani::Body &body) |
| std::vector< gmtl::Point3f > | getWorldBox (const ani::Body &body) |
|
|
|
|
||||||||||||
|
So we can easilly get R = ( a x b(col0) a x b(col1) a x b(col2) ) by computing R = (a*) * b. Given a vector a, lets define a* to be the matrix (a*) * b == a x b (where a and b are vectors, a* is matrix) What's impressive is this: (a*) * b == R (where b is now a matrix, the result is a matrix who's columns are a x b(i)) |
|
|
call this with any body.
Definition at line 11 of file Convert.h. References ani::Body::position(), and ani::Body::rotation(). Referenced by invMatrix(). |
|
|
call this with any body.
Definition at line 23 of file Convert.h. References matrix(). |
|
|
Definition at line 29 of file Convert.h. References ani::Body::rotation(), and ani::Body::volume(). Referenced by getWorldBox(). |
|
|
Definition at line 56 of file Convert.h. References getLocalBox(), and ani::Body::position(). |
1.2.15