/usr/include/crystalspace-2.0/ivaria/dynamicsdebug.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2010 Christian Van Brussel, Institute of Information
and Communication Technologies, Electronics and Applied Mathematics
at Universite catholique de Louvain, Belgium
http://www.uclouvain.be/en-icteam.html
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IVARIA_DYNAMICSDEBUG_H__
#define __CS_IVARIA_DYNAMICSDEBUG_H__
/**\file
* Debugging of dynamic systems
*/
#include "csutil/scf.h"
#include "ivaria/bullet.h"
struct iDynamicSystem;
struct iSector;
struct iMaterialWrapper;
namespace CS {
namespace Debug {
struct iDynamicSystemDebugger;
/**
* Creation of dynamic system debuggers.
*/
struct iDynamicsDebuggerManager : public virtual iBase
{
SCF_INTERFACE(CS::Debug::iDynamicsDebuggerManager, 1, 0, 0);
/**
* Create a new debugger.
*/
virtual CS::Debug::iDynamicSystemDebugger* CreateDebugger () = 0;
};
/**
* A class to help visualization and debugging of physical
* simulations made through the iDynamicSystem plugin.
*/
struct iDynamicSystemDebugger : public virtual iBase
{
SCF_INTERFACE(CS::Debug::iDynamicSystemDebugger, 1, 0, 1);
/**
* Set the dynamic system that has to be debugged.
*/
virtual void SetDynamicSystem (iDynamicSystem* system) = 0;
/**
* Set the iSector where reside the meshes animated by the
* dynamic simulation.
*/
virtual void SetDebugSector (iSector* sector) = 0;
/**
* Set whether the debug mode is active or not. If active, then all
* the meshes attached to a iRigidBody will be replaced by a new
* mesh with the size and transform of the bodies' colliders. It
* allows to see what is really happening at the physical simulation
* level.
* \param debugMode True to activate the debug mode, false to set
* back the initial meshes.
*/
virtual void SetDebugDisplayMode (bool debugMode) = 0;
/**
* Update the list of colliders that are displayed. Call this when you have
* added or removed some dynamic bodies to/from the dynamic system.
*/
virtual void UpdateDisplay () = 0;
/**
* Set the material to be used for the colliders of the rigid bodies that are
* in 'static' state. If 0 is passed then the rigid bodies in 'static' state
* won't be displayed. If this method is not used, then a default red colored
* material will be used.
*/
virtual void SetStaticBodyMaterial (iMaterialWrapper* material) = 0;
/**
* Set the material to be used for the colliders of the rigid bodies that are
* in 'dynamic' state. If 0 is passed then the rigid bodies in 'dynamic' state
* won't be displayed. If this method is not used, then a default green colored
* material will be used.
*/
virtual void SetDynamicBodyMaterial (iMaterialWrapper* material) = 0;
/**
* Set the material to be used for the colliders of the rigid bodies that are
* in the given state. If 0 is passed then the rigid bodies in the given state
* won't be displayed. If this method is not used, then a default blue colored
* material will be used.
*/
virtual void SetBodyStateMaterial (CS::Physics::Bullet::BodyState state,
iMaterialWrapper* material) = 0;
};
} //namespace Debug
} //namespace CS
#endif // __CS_IVARIA_DYNAMICSDEBUG_H__
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