- Class DigitalSpaces::DI3DVisuals1
- See DISGRepresentative.
- Class DigitalSpaces::DI3DVisualsEntity1
- See DISGRenderObjectRepresentation and DISGAnimatedRenderObjectRepresentation.
- Global DigitalSpaces::DI3DVisualsGUIButton1::setNormalTextColour (float red, float green, float blue)
- The current implementation does nothing.
- Class DigitalSpaces::DI3DVisualsNode1
- See DISGNodeRepresentation.
- Global DigitalSpaces::DI3DVisualsOgre1::AddResourceLocation (const char *location, const char *locType)
- The current implementation forwards the provided location to any available DIResourceManager's. It is recommended that any code should use the DIResourceManager instead of this function.
- Global DigitalSpaces::DIPhysics::AddBodyMovementListener (DIPhysicsBodyMovementListener *listener)
- Use PerformHeartbeat instead, and SceneGraph (DISGNode). Doesn't do anything in the current reference implementation.
- Global DigitalSpaces::DIPhysics::AddWorldStepListener (DIPhysicsWorldStepListener *listener)
- Use PerformHeartbeat instead, and SceneGraph (DISGNode). Doesn't do anything in the current reference implementation.
- Global DigitalSpaces::DIPhysics::GetGlobalScale ()
- This was implemented as a fix to what seemed to be a precision loss issue when dealing with simulations of over 1000 units in distance. The current implementation does not support setting global scale (which could only be configured through DIAcceptConfiguration1).
- Global DigitalSpaces::DIPhysicsBase::SetUserData (void *userData)
- Global DigitalSpaces::DIPhysicsBase::GetUserData ()
- Global DigitalSpaces::DIPhysicsBody::GetMass ()
- Use GetFloat("mass") instead.
- Class DigitalSpaces::DIPhysicsBodyIterator
- This has never been used.
- Class DigitalSpaces::DIPhysicsBodyMovementListener
- The physics simulation occurs every heartbeat, so any component interested in physics movement should specify a MaxHeartbeatInterval of 1, and simply do the work in PerformHeartbeat.
- Global DigitalSpaces::DIPhysicsWorld::ForEachBodyDo (DIPhysicsBodyIterator *iterator)
- This was added for a particular pupose that is no longer required, and doesn't add useful functionality. Use GetAllBodyNames and FindBody instead.
- Global DigitalSpaces::DIPhysicsWorld::SetCollisionNotify (DIPhysicsShape *shape, DIPhysicsShape *other_shape, bool enabled)
- The reference implementation does nothing.
- Class DigitalSpaces::DIPhysicsWorldStepListener
- The physics simulation occurs every heartbeat, so any component interested in physics movement should specify a MaxHeartbeatInterval of 1, and simply do the work in PerformHeartbeat.
- Global DigitalSpaces::DIAgent1::SetVelocityNextCollision (in_Vector3f *velocity)
- How to apply velocity (and other properties) should be entirely up to the Agent implementation. To affect how the Agent implementation applies these, use the State related functions.
Generated on Sun Aug 31 17:46:27 2008 for Digital Spaces by
1.5.6