Here are the classes, structs, unions and interfaces with brief descriptions:
Cloth | Class which creates a cloth. It contains all themethods to work with masses and springs, which combined together in a mass-spring system represent a cloth |
CollisionsManager | CollisionsManager is a class, which contains the method for collision detection and collision response |
ConstraintPoint | |
Edge | Class containing information about an edge |
Environment | Class is responsible for performing all the tasks which come from the user after they have been ‘interpreted’ by m_gl window. These tasks may include: loading of new objects/animation into the scene, conversion of the static object into the cloth, deleting the objects in which the user is not interested any longer, maintain the collisions between the objects of the scene, set-up parameters and integration methods to each particular cloth, descretize all the objects of the scene into hash cells for fast collision detection |
Face | Class represents a face of an object |
FilesManager | |
FilesManger | Class FilesManger is responsible for tasks related to writing/reading the files as well as generating new files names |
GLWindow | Our main glwindow widget for NGL applications all drawing elements are put in this file |
HashTableData | Class represents a face of an object |
SpatialPartioning::ihash | |
Integrator | This class is used by a cloth class to update its behaviour. There are three integration methods implemented at the moment Forward Euler, Verlet and Runge-Kutta of 4th order |
ListOfFacesIndexes | |
Ui::MainWindow | |
MainWindow | |
Mass | Class which a contains all methods to work with masses: change their velocity and position, and by this create the motion of a cloth |
ObjObject | ObjObject class is created in order to represent any environment object in the scene: cloth, static object, animation |
RK4Spring | This class implements a simple dampped spring system using RK4 integration the main motionFunction is derived from http://gafferongames.com/game-physics/spring-physics/ |
SpatialPartioning | Class SpatialPartioning class implements all methods for hashing the points of the object in the corresponding cells of the space. It allows to calculate the neighbours of each particles, which will be used to run the collision tests |
Spring | Class which a contains all methods to work with springs: control their length, etc |
Triangle | |
Ui_MainWindow | |
VAOData | |
vertData | |