C# Class Universe.Physics.BulletSPlugin.BSAPITemplate

Show file Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Public Methods

Method Description
Activate ( BulletBody obj, bool forceActivation ) : void
AddChildShapeToCompoundShape ( BulletShape cShape, BulletShape addShape, System.Vector3 pos, Quaternion rot ) : void
AddConstraintRef ( BulletBody obj, BulletConstraint constrain ) : void
AddConstraintToWorld ( BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects ) : bool
AddObjectToWorld ( BulletWorld world, BulletBody obj ) : bool
AddToCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
ApplyCentralForce ( BulletBody obj, System.Vector3 force ) : void
ApplyCentralImpulse ( BulletBody obj, System.Vector3 imp ) : void
ApplyDamping ( BulletBody obj, float timeStep ) : void
ApplyForce ( BulletBody obj, System.Vector3 force, System.Vector3 pos ) : void
ApplyGravity ( BulletBody obj ) : void
ApplyImpulse ( BulletBody obj, System.Vector3 imp, System.Vector3 pos ) : void
ApplyTorque ( BulletBody obj, System.Vector3 torque ) : void
ApplyTorqueImpulse ( BulletBody obj, System.Vector3 imp ) : void
BuildCapsuleShape ( BulletWorld world, float radius, float height, System.Vector3 scale ) : BulletShape
BuildConvexHullShapeFromMesh ( BulletWorld world, BulletShape meshShape ) : BulletShape
BuildHullShapeFromMesh ( BulletWorld world, BulletShape meshShape, HACDParams parms ) : BulletShape
BuildNativeShape ( BulletWorld world, ShapeData shapeData ) : BulletShape
CalculateLocalInertia ( BulletShape shape, float mass ) : System.Vector3
CalculateTransforms ( BulletConstraint constrain ) : bool
ClearAllForces ( BulletBody obj ) : void
ClearCollisionProxyCache ( BulletWorld world, BulletBody obj ) : bool
ClearForces ( BulletBody obj ) : void
Create6DofConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
Create6DofConstraintFixed ( BulletWorld world, BulletBody obj1, System.Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
Create6DofConstraintToPoint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 joinPoint, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
Create6DofSpringConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateBodyFromShape ( BulletWorld sim, BulletShape shape, UInt32 id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateBodyWithDefaultMotionState ( BulletShape shape, UInt32 id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateCompoundShape ( BulletWorld sim, bool enableDynamicAabbTree ) : BulletShape
CreateConeTwistConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frameInAloc, Quaternion frameInArot, System.Vector3 frameInBloc, Quaternion frameInBrot, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateConvexHullShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
CreateGImpactShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
CreateGearConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 axisInA, System.Vector3 axisInB, float ratio, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateGhostFromShape ( BulletWorld sim, BulletShape shape, UInt32 id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateGroundPlaneShape ( UInt32 id, float height, float collisionMargin ) : BulletShape
CreateHingeConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotinA, System.Vector3 pivotinB, System.Vector3 axisInA, System.Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateHullShape ( BulletWorld world, int hullCount, float hulls ) : BulletShape
CreateMeshShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
CreatePoint2PointConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotInA, System.Vector3 pivotInB, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateSliderConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frameInAloc, Quaternion frameInArot, System.Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateTerrainShape ( UInt32 id, System.Vector3 size, float minHeight, float maxHeight, float heightMap, float scaleFactor, float collisionMargin ) : BulletShape
DeleteCollisionShape ( BulletWorld world, BulletShape shape ) : bool
DestroyConstraint ( BulletWorld world, BulletConstraint constrain ) : bool
DestroyObject ( BulletWorld sim, BulletBody obj ) : void
DumpActivationInfo ( BulletWorld sim ) : void
DumpAllInfo ( BulletWorld sim ) : void
DumpCollisionShape ( BulletWorld sim, BulletShape collisionShape ) : void
DumpConstraint ( BulletWorld sim, BulletConstraint constrain ) : void
DumpPhysicsStatistics ( BulletWorld sim ) : void
DumpRigidBody ( BulletWorld sim, BulletBody collisionObject ) : void
DuplicateCollisionShape ( BulletWorld sim, BulletShape srcShape, UInt32 id ) : BulletShape
ForceActivationState ( BulletBody obj, ActivationState state ) : void
GetActivationState ( BulletBody obj ) : int
GetAngularDamping ( BulletBody obj ) : float
GetAngularFactor ( BulletBody obj ) : System.Vector3
GetAngularMotionDisc ( BulletShape shape ) : float
GetAngularVelocity ( BulletBody obj ) : System.Vector3
GetAnisotripicFriction ( BulletConstraint constrain ) : System.Vector3
GetBodyType ( BulletBody obj ) : CollisionObjectTypes
GetCcdMotionThreshold ( BulletBody obj ) : float
GetCcdSweptSphereRadius ( BulletBody obj ) : float
GetChildShapeFromCompoundShapeIndex ( BulletShape cShape, int indx ) : BulletShape
GetCollisionFlags ( BulletBody obj ) : CollisionFlags
GetCollisionShape ( BulletBody obj ) : BulletShape
GetConstraintRef ( BulletBody obj, int index ) : BulletConstraint
GetContactBreakingThreshold ( BulletShape shape, float defaultFactor ) : float
GetContactProcessingThreshold ( BulletBody obj ) : float
GetDeactivationTime ( BulletBody obj ) : float
GetForceUpdateAllAabbs ( BulletWorld world ) : bool
GetFriction ( BulletBody obj ) : float
GetGravity ( BulletBody obj ) : System.Vector3
GetHitFraction ( BulletBody obj ) : float
GetInvInertiaDiagLocal ( BulletBody obj ) : System.Vector3
GetLinearDamping ( BulletBody obj ) : float
GetLinearFactor ( BulletBody obj ) : System.Vector3
GetLinearSleepingThreshold ( BulletBody obj ) : float
GetLinearVelocity ( BulletBody obj ) : System.Vector3
GetLocalScaling ( BulletShape shape ) : System.Vector3
GetMargin ( BulletShape shape ) : float
GetNumConstraintRefs ( BulletBody obj ) : int
GetNumberOfCompoundChildren ( BulletShape cShape ) : int
GetOrientation ( BulletBody obj ) : Quaternion
GetPosition ( BulletBody obj ) : System.Vector3
GetRestitution ( BulletBody obj ) : float
GetShapeType ( BulletShape shape ) : int
GetTotalForce ( BulletBody obj ) : System.Vector3
GetTotalTorque ( BulletBody obj ) : System.Vector3
GetUserPointer ( BulletBody obj ) : IntPtr
GetVelocityInLocalPoint ( BulletBody obj, System.Vector3 pos ) : System.Vector3
HasAnisotripicFriction ( BulletConstraint constrain ) : bool
HasContactResponse ( BulletBody obj ) : bool
HingeSetLimits ( BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation ) : bool
Initialize ( System.Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, CollisionDesc &collisionArray, int maxUpdates, EntityProperties &updateArray ) : BulletWorld
IsActive ( BulletBody obj ) : bool
IsCompound ( BulletShape shape ) : bool
IsConcave ( BulletShape shape ) : bool
IsConvex ( BulletShape shape ) : bool
IsConvex2d ( BulletShape shape ) : bool
IsInWorld ( BulletWorld world, BulletBody obj ) : bool
IsInfinite ( BulletShape shape ) : bool
IsKinematicObject ( BulletBody obj ) : bool
IsNativeShape ( BulletShape shape ) : bool
IsNonMoving ( BulletShape shape ) : bool
IsPolyhedral ( BulletShape shape ) : bool
IsSoftBody ( BulletShape shape ) : bool
IsStaticObject ( BulletBody obj ) : bool
IsStaticOrKinematicObject ( BulletBody obj ) : bool
PhysicsStep ( BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, int &updatedEntityCount, int &collidersCount ) : int
PushUpdate ( BulletBody obj ) : bool
RecalculateCompoundShapeLocalAabb ( BulletShape cShape ) : void
RemoveChildShapeFromCompoundShape ( BulletShape cShape, BulletShape removeShape ) : void
RemoveChildShapeFromCompoundShapeIndex ( BulletShape cShape, int indx ) : BulletShape
RemoveConstraintFromWorld ( BulletWorld world, BulletConstraint constrain ) : bool
RemoveConstraintRef ( BulletBody obj, BulletConstraint constrain ) : void
RemoveFromCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
RemoveObjectFromWorld ( BulletWorld world, BulletBody obj ) : bool
ResetBroadphasePool ( BulletWorld sim ) : void
ResetConstraintSolver ( BulletWorld sim ) : void
SetActivationState ( BulletBody obj, int state ) : void
SetAngularDamping ( BulletBody obj, float ang_damping ) : void
SetAngularFactor ( BulletBody obj, float factor ) : void
SetAngularFactorV ( BulletBody obj, System.Vector3 factor ) : void
SetAngularLimits ( BulletConstraint constrain, System.Vector3 low, System.Vector3 hi ) : bool
SetAngularVelocity ( BulletBody obj, System.Vector3 angularVelocity ) : void
SetAnisotripicFriction ( BulletConstraint constrain, System.Vector3 frict ) : System.Vector3
SetBreakingImpulseThreshold ( BulletConstraint constrain, float threshold ) : bool
SetCcdMotionThreshold ( BulletBody obj, float val ) : void
SetCcdSweptSphereRadius ( BulletBody obj, float val ) : void
SetCenterOfMassByPosRot ( BulletBody obj, System.Vector3 pos, Quaternion rot ) : void
SetCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
SetCollisionGroupMask ( BulletBody body, UInt32 filter, UInt32 mask ) : bool
SetCollisionShape ( BulletWorld sim, BulletBody obj, BulletShape shape ) : void
SetConstraintEnable ( BulletConstraint constrain, float numericTrueFalse ) : void
SetConstraintNumSolverIterations ( BulletConstraint constrain, float iterations ) : void
SetConstraintParam ( BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis ) : bool
SetContactProcessingThreshold ( BulletBody obj, float val ) : void
SetDamping ( BulletBody obj, float lin_damping, float ang_damping ) : void
SetDeactivationTime ( BulletBody obj, float dtime ) : void
SetForceUpdateAllAabbs ( BulletWorld world, bool force ) : void
SetFrames ( BulletConstraint constrain, System.Vector3 frameA, Quaternion frameArot, System.Vector3 frameB, Quaternion frameBrot ) : bool
SetFriction ( BulletBody obj, float val ) : void
SetGravity ( BulletBody obj, System.Vector3 val ) : void
SetHitFraction ( BulletBody obj, float val ) : void
SetInterpolationAngularVelocity ( BulletBody obj, System.Vector3 vel ) : void
SetInterpolationLinearVelocity ( BulletBody obj, System.Vector3 vel ) : void
SetInterpolationVelocity ( BulletBody obj, System.Vector3 linearVel, System.Vector3 angularVel ) : void
SetInvInertiaDiagLocal ( BulletBody obj, System.Vector3 inert ) : void
SetLinearDamping ( BulletBody obj, float lin_damping ) : void
SetLinearFactor ( BulletBody obj, System.Vector3 factor ) : void
SetLinearLimits ( BulletConstraint constrain, System.Vector3 low, System.Vector3 hi ) : bool
SetLinearVelocity ( BulletBody obj, System.Vector3 val ) : void
SetLocalScaling ( BulletShape shape, System.Vector3 scale ) : void
SetMargin ( BulletShape shape, float val ) : void
SetMassProps ( BulletBody obj, float mass, System.Vector3 inertia ) : void
SetObjectForce ( BulletBody obj, System.Vector3 force ) : void
SetRestitution ( BulletBody obj, float val ) : void
SetShapeCollisionMargin ( BulletShape shape, float margin ) : void
SetSleepingThresholds ( BulletBody obj, float lin_threshold, float ang_threshold ) : void
SetTranslation ( BulletBody obj, System.Vector3 position, Quaternion rotation ) : void
SetUserPointer ( BulletBody obj, IntPtr val ) : void
Shutdown ( BulletWorld sim ) : void
SliderMotor ( BulletConstraint constrain, int forceVel, int linAng, float val ) : bool
SliderMotorEnable ( BulletConstraint constrain, int linAng, float numericTrueFalse ) : bool
SliderSet ( BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val ) : bool
SliderSetLimits ( BulletConstraint constrain, int lowerUpper, int linAng, float val ) : bool
SpringEnable ( BulletConstraint constrain, int index, float numericTrueFalse ) : bool
SpringSetDamping ( BulletConstraint constrain, int index, float damping ) : bool
SpringSetEquilibriumPoint ( BulletConstraint constrain, int index, float equilibriumPoint ) : bool
SpringSetStiffness ( BulletConstraint constrain, int index, float stiffnesss ) : bool
Translate ( BulletBody obj, System.Vector3 trans ) : void
TranslationalLimitMotor ( BulletConstraint constrain, float enable, float targetVel, float maxMotorForce ) : bool
UpdateAabbs ( BulletWorld world ) : void
UpdateChildTransform ( BulletShape pShape, int childIndex, System.Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb ) : void
UpdateDeactivation ( BulletBody obj, float timeStep ) : void
UpdateInertiaTensor ( BulletBody obj ) : void
UpdateParameter ( BulletWorld world, UInt32 localID, String parm, float value ) : bool
UpdateSingleAabb ( BulletWorld world, BulletBody obj ) : void
UseFrameOffset ( BulletConstraint constrain, float enable ) : bool
WantsSleeping ( BulletBody obj ) : bool

Method Details

Activate() public abstract method

public abstract Activate ( BulletBody obj, bool forceActivation ) : void
obj BulletBody
forceActivation bool
return void

AddChildShapeToCompoundShape() public abstract method

public abstract AddChildShapeToCompoundShape ( BulletShape cShape, BulletShape addShape, System.Vector3 pos, Quaternion rot ) : void
cShape BulletShape
addShape BulletShape
pos System.Vector3
rot Quaternion
return void

AddConstraintRef() public abstract method

public abstract AddConstraintRef ( BulletBody obj, BulletConstraint constrain ) : void
obj BulletBody
constrain BulletConstraint
return void

AddConstraintToWorld() public abstract method

public abstract AddConstraintToWorld ( BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects ) : bool
world BulletWorld
constrain BulletConstraint
disableCollisionsBetweenLinkedObjects bool
return bool

AddObjectToWorld() public abstract method

public abstract AddObjectToWorld ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
return bool

AddToCollisionFlags() public abstract method

public abstract AddToCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
obj BulletBody
flags CollisionFlags
return CollisionFlags

ApplyCentralForce() public abstract method

public abstract ApplyCentralForce ( BulletBody obj, System.Vector3 force ) : void
obj BulletBody
force System.Vector3
return void

ApplyCentralImpulse() public abstract method

public abstract ApplyCentralImpulse ( BulletBody obj, System.Vector3 imp ) : void
obj BulletBody
imp System.Vector3
return void

ApplyDamping() public abstract method

public abstract ApplyDamping ( BulletBody obj, float timeStep ) : void
obj BulletBody
timeStep float
return void

ApplyForce() public abstract method

public abstract ApplyForce ( BulletBody obj, System.Vector3 force, System.Vector3 pos ) : void
obj BulletBody
force System.Vector3
pos System.Vector3
return void

ApplyGravity() public abstract method

public abstract ApplyGravity ( BulletBody obj ) : void
obj BulletBody
return void

ApplyImpulse() public abstract method

public abstract ApplyImpulse ( BulletBody obj, System.Vector3 imp, System.Vector3 pos ) : void
obj BulletBody
imp System.Vector3
pos System.Vector3
return void

ApplyTorque() public abstract method

public abstract ApplyTorque ( BulletBody obj, System.Vector3 torque ) : void
obj BulletBody
torque System.Vector3
return void

ApplyTorqueImpulse() public abstract method

public abstract ApplyTorqueImpulse ( BulletBody obj, System.Vector3 imp ) : void
obj BulletBody
imp System.Vector3
return void

BuildCapsuleShape() public abstract method

public abstract BuildCapsuleShape ( BulletWorld world, float radius, float height, System.Vector3 scale ) : BulletShape
world BulletWorld
radius float
height float
scale System.Vector3
return BulletShape

BuildConvexHullShapeFromMesh() public abstract method

public abstract BuildConvexHullShapeFromMesh ( BulletWorld world, BulletShape meshShape ) : BulletShape
world BulletWorld
meshShape BulletShape
return BulletShape

BuildHullShapeFromMesh() public abstract method

public abstract BuildHullShapeFromMesh ( BulletWorld world, BulletShape meshShape, HACDParams parms ) : BulletShape
world BulletWorld
meshShape BulletShape
parms HACDParams
return BulletShape

BuildNativeShape() public abstract method

public abstract BuildNativeShape ( BulletWorld world, ShapeData shapeData ) : BulletShape
world BulletWorld
shapeData ShapeData
return BulletShape

CalculateLocalInertia() public abstract method

public abstract CalculateLocalInertia ( BulletShape shape, float mass ) : System.Vector3
shape BulletShape
mass float
return System.Vector3

CalculateTransforms() public abstract method

public abstract CalculateTransforms ( BulletConstraint constrain ) : bool
constrain BulletConstraint
return bool

ClearAllForces() public abstract method

public abstract ClearAllForces ( BulletBody obj ) : void
obj BulletBody
return void

ClearCollisionProxyCache() public abstract method

public abstract ClearCollisionProxyCache ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
return bool

ClearForces() public abstract method

public abstract ClearForces ( BulletBody obj ) : void
obj BulletBody
return void

Create6DofConstraint() public abstract method

public abstract Create6DofConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
frame1loc System.Vector3
frame1rot Quaternion
frame2loc System.Vector3
frame2rot Quaternion
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

Create6DofConstraintFixed() public abstract method

public abstract Create6DofConstraintFixed ( BulletWorld world, BulletBody obj1, System.Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
frameInBloc System.Vector3
frameInBrot Quaternion
useLinearReferenceFrameB bool
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

Create6DofConstraintToPoint() public abstract method

public abstract Create6DofConstraintToPoint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 joinPoint, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
joinPoint System.Vector3
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

Create6DofSpringConstraint() public abstract method

public abstract Create6DofSpringConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
frame1loc System.Vector3
frame1rot Quaternion
frame2loc System.Vector3
frame2rot Quaternion
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateBodyFromShape() public abstract method

public abstract CreateBodyFromShape ( BulletWorld sim, BulletShape shape, UInt32 id, System.Vector3 pos, Quaternion rot ) : BulletBody
sim BulletWorld
shape BulletShape
id System.UInt32
pos System.Vector3
rot Quaternion
return BulletBody

CreateBodyWithDefaultMotionState() public abstract method

public abstract CreateBodyWithDefaultMotionState ( BulletShape shape, UInt32 id, System.Vector3 pos, Quaternion rot ) : BulletBody
shape BulletShape
id System.UInt32
pos System.Vector3
rot Quaternion
return BulletBody

CreateCompoundShape() public abstract method

public abstract CreateCompoundShape ( BulletWorld sim, bool enableDynamicAabbTree ) : BulletShape
sim BulletWorld
enableDynamicAabbTree bool
return BulletShape

CreateConeTwistConstraint() public abstract method

public abstract CreateConeTwistConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frameInAloc, Quaternion frameInArot, System.Vector3 frameInBloc, Quaternion frameInBrot, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
frameInAloc System.Vector3
frameInArot Quaternion
frameInBloc System.Vector3
frameInBrot Quaternion
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateConvexHullShape() public abstract method

public abstract CreateConvexHullShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
world BulletWorld
indicesCount int
indices int
verticesCount int
vertices float
return BulletShape

CreateGImpactShape() public abstract method

public abstract CreateGImpactShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
world BulletWorld
indicesCount int
indices int
verticesCount int
vertices float
return BulletShape

CreateGearConstraint() public abstract method

public abstract CreateGearConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 axisInA, System.Vector3 axisInB, float ratio, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
axisInA System.Vector3
axisInB System.Vector3
ratio float
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateGhostFromShape() public abstract method

public abstract CreateGhostFromShape ( BulletWorld sim, BulletShape shape, UInt32 id, System.Vector3 pos, Quaternion rot ) : BulletBody
sim BulletWorld
shape BulletShape
id System.UInt32
pos System.Vector3
rot Quaternion
return BulletBody

CreateGroundPlaneShape() public abstract method

public abstract CreateGroundPlaneShape ( UInt32 id, float height, float collisionMargin ) : BulletShape
id System.UInt32
height float
collisionMargin float
return BulletShape

CreateHingeConstraint() public abstract method

public abstract CreateHingeConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotinA, System.Vector3 pivotinB, System.Vector3 axisInA, System.Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
pivotinA System.Vector3
pivotinB System.Vector3
axisInA System.Vector3
axisInB System.Vector3
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateHullShape() public abstract method

public abstract CreateHullShape ( BulletWorld world, int hullCount, float hulls ) : BulletShape
world BulletWorld
hullCount int
hulls float
return BulletShape

CreateMeshShape() public abstract method

public abstract CreateMeshShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
world BulletWorld
indicesCount int
indices int
verticesCount int
vertices float
return BulletShape

CreatePoint2PointConstraint() public abstract method

public abstract CreatePoint2PointConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotInA, System.Vector3 pivotInB, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
pivotInA System.Vector3
pivotInB System.Vector3
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateSliderConstraint() public abstract method

public abstract CreateSliderConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frameInAloc, Quaternion frameInArot, System.Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
frameInAloc System.Vector3
frameInArot Quaternion
frameInBloc System.Vector3
frameInBrot Quaternion
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateTerrainShape() public abstract method

public abstract CreateTerrainShape ( UInt32 id, System.Vector3 size, float minHeight, float maxHeight, float heightMap, float scaleFactor, float collisionMargin ) : BulletShape
id System.UInt32
size System.Vector3
minHeight float
maxHeight float
heightMap float
scaleFactor float
collisionMargin float
return BulletShape

DeleteCollisionShape() public abstract method

public abstract DeleteCollisionShape ( BulletWorld world, BulletShape shape ) : bool
world BulletWorld
shape BulletShape
return bool

DestroyConstraint() public abstract method

public abstract DestroyConstraint ( BulletWorld world, BulletConstraint constrain ) : bool
world BulletWorld
constrain BulletConstraint
return bool

DestroyObject() public abstract method

public abstract DestroyObject ( BulletWorld sim, BulletBody obj ) : void
sim BulletWorld
obj BulletBody
return void

DumpActivationInfo() public method

public DumpActivationInfo ( BulletWorld sim ) : void
sim BulletWorld
return void

DumpAllInfo() public method

public DumpAllInfo ( BulletWorld sim ) : void
sim BulletWorld
return void

DumpCollisionShape() public method

public DumpCollisionShape ( BulletWorld sim, BulletShape collisionShape ) : void
sim BulletWorld
collisionShape BulletShape
return void

DumpConstraint() public method

public DumpConstraint ( BulletWorld sim, BulletConstraint constrain ) : void
sim BulletWorld
constrain BulletConstraint
return void

DumpPhysicsStatistics() public method

public DumpPhysicsStatistics ( BulletWorld sim ) : void
sim BulletWorld
return void

DumpRigidBody() public method

public DumpRigidBody ( BulletWorld sim, BulletBody collisionObject ) : void
sim BulletWorld
collisionObject BulletBody
return void

DuplicateCollisionShape() public abstract method

public abstract DuplicateCollisionShape ( BulletWorld sim, BulletShape srcShape, UInt32 id ) : BulletShape
sim BulletWorld
srcShape BulletShape
id System.UInt32
return BulletShape

ForceActivationState() public abstract method

public abstract ForceActivationState ( BulletBody obj, ActivationState state ) : void
obj BulletBody
state ActivationState
return void

GetActivationState() public abstract method

public abstract GetActivationState ( BulletBody obj ) : int
obj BulletBody
return int

GetAngularDamping() public abstract method

public abstract GetAngularDamping ( BulletBody obj ) : float
obj BulletBody
return float

GetAngularFactor() public abstract method

public abstract GetAngularFactor ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetAngularMotionDisc() public abstract method

public abstract GetAngularMotionDisc ( BulletShape shape ) : float
shape BulletShape
return float

GetAngularVelocity() public abstract method

public abstract GetAngularVelocity ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetAnisotripicFriction() public abstract method

public abstract GetAnisotripicFriction ( BulletConstraint constrain ) : System.Vector3
constrain BulletConstraint
return System.Vector3

GetBodyType() public abstract method

public abstract GetBodyType ( BulletBody obj ) : CollisionObjectTypes
obj BulletBody
return CollisionObjectTypes

GetCcdMotionThreshold() public abstract method

public abstract GetCcdMotionThreshold ( BulletBody obj ) : float
obj BulletBody
return float

GetCcdSweptSphereRadius() public abstract method

public abstract GetCcdSweptSphereRadius ( BulletBody obj ) : float
obj BulletBody
return float

GetChildShapeFromCompoundShapeIndex() public abstract method

public abstract GetChildShapeFromCompoundShapeIndex ( BulletShape cShape, int indx ) : BulletShape
cShape BulletShape
indx int
return BulletShape

GetCollisionFlags() public abstract method

public abstract GetCollisionFlags ( BulletBody obj ) : CollisionFlags
obj BulletBody
return CollisionFlags

GetCollisionShape() public abstract method

public abstract GetCollisionShape ( BulletBody obj ) : BulletShape
obj BulletBody
return BulletShape

GetConstraintRef() public abstract method

public abstract GetConstraintRef ( BulletBody obj, int index ) : BulletConstraint
obj BulletBody
index int
return BulletConstraint

GetContactBreakingThreshold() public abstract method

public abstract GetContactBreakingThreshold ( BulletShape shape, float defaultFactor ) : float
shape BulletShape
defaultFactor float
return float

GetContactProcessingThreshold() public abstract method

public abstract GetContactProcessingThreshold ( BulletBody obj ) : float
obj BulletBody
return float

GetDeactivationTime() public abstract method

public abstract GetDeactivationTime ( BulletBody obj ) : float
obj BulletBody
return float

GetForceUpdateAllAabbs() public abstract method

public abstract GetForceUpdateAllAabbs ( BulletWorld world ) : bool
world BulletWorld
return bool

GetFriction() public abstract method

public abstract GetFriction ( BulletBody obj ) : float
obj BulletBody
return float

GetGravity() public abstract method

public abstract GetGravity ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetHitFraction() public abstract method

public abstract GetHitFraction ( BulletBody obj ) : float
obj BulletBody
return float

GetInvInertiaDiagLocal() public abstract method

public abstract GetInvInertiaDiagLocal ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetLinearDamping() public abstract method

public abstract GetLinearDamping ( BulletBody obj ) : float
obj BulletBody
return float

GetLinearFactor() public abstract method

public abstract GetLinearFactor ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetLinearSleepingThreshold() public abstract method

public abstract GetLinearSleepingThreshold ( BulletBody obj ) : float
obj BulletBody
return float

GetLinearVelocity() public abstract method

public abstract GetLinearVelocity ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetLocalScaling() public abstract method

public abstract GetLocalScaling ( BulletShape shape ) : System.Vector3
shape BulletShape
return System.Vector3

GetMargin() public abstract method

public abstract GetMargin ( BulletShape shape ) : float
shape BulletShape
return float

GetNumConstraintRefs() public abstract method

public abstract GetNumConstraintRefs ( BulletBody obj ) : int
obj BulletBody
return int

GetNumberOfCompoundChildren() public abstract method

public abstract GetNumberOfCompoundChildren ( BulletShape cShape ) : int
cShape BulletShape
return int

GetOrientation() public abstract method

public abstract GetOrientation ( BulletBody obj ) : Quaternion
obj BulletBody
return Quaternion

GetPosition() public abstract method

public abstract GetPosition ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetRestitution() public abstract method

public abstract GetRestitution ( BulletBody obj ) : float
obj BulletBody
return float

GetShapeType() public abstract method

public abstract GetShapeType ( BulletShape shape ) : int
shape BulletShape
return int

GetTotalForce() public abstract method

public abstract GetTotalForce ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetTotalTorque() public abstract method

public abstract GetTotalTorque ( BulletBody obj ) : System.Vector3
obj BulletBody
return System.Vector3

GetUserPointer() public abstract method

public abstract GetUserPointer ( BulletBody obj ) : IntPtr
obj BulletBody
return System.IntPtr

GetVelocityInLocalPoint() public abstract method

public abstract GetVelocityInLocalPoint ( BulletBody obj, System.Vector3 pos ) : System.Vector3
obj BulletBody
pos System.Vector3
return System.Vector3

HasAnisotripicFriction() public abstract method

public abstract HasAnisotripicFriction ( BulletConstraint constrain ) : bool
constrain BulletConstraint
return bool

HasContactResponse() public abstract method

public abstract HasContactResponse ( BulletBody obj ) : bool
obj BulletBody
return bool

HingeSetLimits() public abstract method

public abstract HingeSetLimits ( BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation ) : bool
constrain BulletConstraint
low float
high float
softness float
bias float
relaxation float
return bool

Initialize() public abstract method

public abstract Initialize ( System.Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, CollisionDesc &collisionArray, int maxUpdates, EntityProperties &updateArray ) : BulletWorld
maxPosition System.Vector3
parms ConfigurationParameters
maxCollisions int
collisionArray CollisionDesc
maxUpdates int
updateArray EntityProperties
return BulletWorld

IsActive() public abstract method

public abstract IsActive ( BulletBody obj ) : bool
obj BulletBody
return bool

IsCompound() public abstract method

public abstract IsCompound ( BulletShape shape ) : bool
shape BulletShape
return bool

IsConcave() public abstract method

public abstract IsConcave ( BulletShape shape ) : bool
shape BulletShape
return bool

IsConvex() public abstract method

public abstract IsConvex ( BulletShape shape ) : bool
shape BulletShape
return bool

IsConvex2d() public abstract method

public abstract IsConvex2d ( BulletShape shape ) : bool
shape BulletShape
return bool

IsInWorld() public abstract method

public abstract IsInWorld ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
return bool

IsInfinite() public abstract method

public abstract IsInfinite ( BulletShape shape ) : bool
shape BulletShape
return bool

IsKinematicObject() public abstract method

public abstract IsKinematicObject ( BulletBody obj ) : bool
obj BulletBody
return bool

IsNativeShape() public abstract method

public abstract IsNativeShape ( BulletShape shape ) : bool
shape BulletShape
return bool

IsNonMoving() public abstract method

public abstract IsNonMoving ( BulletShape shape ) : bool
shape BulletShape
return bool

IsPolyhedral() public abstract method

public abstract IsPolyhedral ( BulletShape shape ) : bool
shape BulletShape
return bool

IsSoftBody() public abstract method

public abstract IsSoftBody ( BulletShape shape ) : bool
shape BulletShape
return bool

IsStaticObject() public abstract method

public abstract IsStaticObject ( BulletBody obj ) : bool
obj BulletBody
return bool

IsStaticOrKinematicObject() public abstract method

public abstract IsStaticOrKinematicObject ( BulletBody obj ) : bool
obj BulletBody
return bool

PhysicsStep() public abstract method

public abstract PhysicsStep ( BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, int &updatedEntityCount, int &collidersCount ) : int
world BulletWorld
timeStep float
maxSubSteps int
fixedTimeStep float
updatedEntityCount int
collidersCount int
return int

PushUpdate() public abstract method

public abstract PushUpdate ( BulletBody obj ) : bool
obj BulletBody
return bool

RecalculateCompoundShapeLocalAabb() public abstract method

public abstract RecalculateCompoundShapeLocalAabb ( BulletShape cShape ) : void
cShape BulletShape
return void

RemoveChildShapeFromCompoundShape() public abstract method

public abstract RemoveChildShapeFromCompoundShape ( BulletShape cShape, BulletShape removeShape ) : void
cShape BulletShape
removeShape BulletShape
return void

RemoveChildShapeFromCompoundShapeIndex() public abstract method

public abstract RemoveChildShapeFromCompoundShapeIndex ( BulletShape cShape, int indx ) : BulletShape
cShape BulletShape
indx int
return BulletShape

RemoveConstraintFromWorld() public abstract method

public abstract RemoveConstraintFromWorld ( BulletWorld world, BulletConstraint constrain ) : bool
world BulletWorld
constrain BulletConstraint
return bool

RemoveConstraintRef() public abstract method

public abstract RemoveConstraintRef ( BulletBody obj, BulletConstraint constrain ) : void
obj BulletBody
constrain BulletConstraint
return void

RemoveFromCollisionFlags() public abstract method

public abstract RemoveFromCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
obj BulletBody
flags CollisionFlags
return CollisionFlags

RemoveObjectFromWorld() public abstract method

public abstract RemoveObjectFromWorld ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
return bool

ResetBroadphasePool() public method

public ResetBroadphasePool ( BulletWorld sim ) : void
sim BulletWorld
return void

ResetConstraintSolver() public method

public ResetConstraintSolver ( BulletWorld sim ) : void
sim BulletWorld
return void

SetActivationState() public abstract method

public abstract SetActivationState ( BulletBody obj, int state ) : void
obj BulletBody
state int
return void

SetAngularDamping() public abstract method

public abstract SetAngularDamping ( BulletBody obj, float ang_damping ) : void
obj BulletBody
ang_damping float
return void

SetAngularFactor() public abstract method

public abstract SetAngularFactor ( BulletBody obj, float factor ) : void
obj BulletBody
factor float
return void

SetAngularFactorV() public abstract method

public abstract SetAngularFactorV ( BulletBody obj, System.Vector3 factor ) : void
obj BulletBody
factor System.Vector3
return void

SetAngularLimits() public abstract method

public abstract SetAngularLimits ( BulletConstraint constrain, System.Vector3 low, System.Vector3 hi ) : bool
constrain BulletConstraint
low System.Vector3
hi System.Vector3
return bool

SetAngularVelocity() public abstract method

public abstract SetAngularVelocity ( BulletBody obj, System.Vector3 angularVelocity ) : void
obj BulletBody
angularVelocity System.Vector3
return void

SetAnisotripicFriction() public abstract method

public abstract SetAnisotripicFriction ( BulletConstraint constrain, System.Vector3 frict ) : System.Vector3
constrain BulletConstraint
frict System.Vector3
return System.Vector3

SetBreakingImpulseThreshold() public abstract method

public abstract SetBreakingImpulseThreshold ( BulletConstraint constrain, float threshold ) : bool
constrain BulletConstraint
threshold float
return bool

SetCcdMotionThreshold() public abstract method

public abstract SetCcdMotionThreshold ( BulletBody obj, float val ) : void
obj BulletBody
val float
return void

SetCcdSweptSphereRadius() public abstract method

public abstract SetCcdSweptSphereRadius ( BulletBody obj, float val ) : void
obj BulletBody
val float
return void

SetCenterOfMassByPosRot() public abstract method

public abstract SetCenterOfMassByPosRot ( BulletBody obj, System.Vector3 pos, Quaternion rot ) : void
obj BulletBody
pos System.Vector3
rot Quaternion
return void

SetCollisionFlags() public abstract method

public abstract SetCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
obj BulletBody
flags CollisionFlags
return CollisionFlags

SetCollisionGroupMask() public abstract method

public abstract SetCollisionGroupMask ( BulletBody body, UInt32 filter, UInt32 mask ) : bool
body BulletBody
filter System.UInt32
mask System.UInt32
return bool

SetCollisionShape() public abstract method

public abstract SetCollisionShape ( BulletWorld sim, BulletBody obj, BulletShape shape ) : void
sim BulletWorld
obj BulletBody
shape BulletShape
return void

SetConstraintEnable() public abstract method

public abstract SetConstraintEnable ( BulletConstraint constrain, float numericTrueFalse ) : void
constrain BulletConstraint
numericTrueFalse float
return void

SetConstraintNumSolverIterations() public abstract method

public abstract SetConstraintNumSolverIterations ( BulletConstraint constrain, float iterations ) : void
constrain BulletConstraint
iterations float
return void

SetConstraintParam() public abstract method

public abstract SetConstraintParam ( BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis ) : bool
constrain BulletConstraint
paramIndex ConstraintParams
value float
axis ConstraintParamAxis
return bool

SetContactProcessingThreshold() public abstract method

public abstract SetContactProcessingThreshold ( BulletBody obj, float val ) : void
obj BulletBody
val float
return void

SetDamping() public abstract method

public abstract SetDamping ( BulletBody obj, float lin_damping, float ang_damping ) : void
obj BulletBody
lin_damping float
ang_damping float
return void

SetDeactivationTime() public abstract method

public abstract SetDeactivationTime ( BulletBody obj, float dtime ) : void
obj BulletBody
dtime float
return void

SetForceUpdateAllAabbs() public abstract method

public abstract SetForceUpdateAllAabbs ( BulletWorld world, bool force ) : void
world BulletWorld
force bool
return void

SetFrames() public abstract method

public abstract SetFrames ( BulletConstraint constrain, System.Vector3 frameA, Quaternion frameArot, System.Vector3 frameB, Quaternion frameBrot ) : bool
constrain BulletConstraint
frameA System.Vector3
frameArot Quaternion
frameB System.Vector3
frameBrot Quaternion
return bool

SetFriction() public abstract method

public abstract SetFriction ( BulletBody obj, float val ) : void
obj BulletBody
val float
return void

SetGravity() public abstract method

public abstract SetGravity ( BulletBody obj, System.Vector3 val ) : void
obj BulletBody
val System.Vector3
return void

SetHitFraction() public abstract method

public abstract SetHitFraction ( BulletBody obj, float val ) : void
obj BulletBody
val float
return void

SetInterpolationAngularVelocity() public abstract method

public abstract SetInterpolationAngularVelocity ( BulletBody obj, System.Vector3 vel ) : void
obj BulletBody
vel System.Vector3
return void

SetInterpolationLinearVelocity() public abstract method

public abstract SetInterpolationLinearVelocity ( BulletBody obj, System.Vector3 vel ) : void
obj BulletBody
vel System.Vector3
return void

SetInterpolationVelocity() public abstract method

public abstract SetInterpolationVelocity ( BulletBody obj, System.Vector3 linearVel, System.Vector3 angularVel ) : void
obj BulletBody
linearVel System.Vector3
angularVel System.Vector3
return void

SetInvInertiaDiagLocal() public abstract method

public abstract SetInvInertiaDiagLocal ( BulletBody obj, System.Vector3 inert ) : void
obj BulletBody
inert System.Vector3
return void

SetLinearDamping() public abstract method

public abstract SetLinearDamping ( BulletBody obj, float lin_damping ) : void
obj BulletBody
lin_damping float
return void

SetLinearFactor() public abstract method

public abstract SetLinearFactor ( BulletBody obj, System.Vector3 factor ) : void
obj BulletBody
factor System.Vector3
return void

SetLinearLimits() public abstract method

public abstract SetLinearLimits ( BulletConstraint constrain, System.Vector3 low, System.Vector3 hi ) : bool
constrain BulletConstraint
low System.Vector3
hi System.Vector3
return bool

SetLinearVelocity() public abstract method

public abstract SetLinearVelocity ( BulletBody obj, System.Vector3 val ) : void
obj BulletBody
val System.Vector3
return void

SetLocalScaling() public abstract method

public abstract SetLocalScaling ( BulletShape shape, System.Vector3 scale ) : void
shape BulletShape
scale System.Vector3
return void

SetMargin() public abstract method

public abstract SetMargin ( BulletShape shape, float val ) : void
shape BulletShape
val float
return void

SetMassProps() public abstract method

public abstract SetMassProps ( BulletBody obj, float mass, System.Vector3 inertia ) : void
obj BulletBody
mass float
inertia System.Vector3
return void

SetObjectForce() public abstract method

public abstract SetObjectForce ( BulletBody obj, System.Vector3 force ) : void
obj BulletBody
force System.Vector3
return void

SetRestitution() public abstract method

public abstract SetRestitution ( BulletBody obj, float val ) : void
obj BulletBody
val float
return void

SetShapeCollisionMargin() public abstract method

public abstract SetShapeCollisionMargin ( BulletShape shape, float margin ) : void
shape BulletShape
margin float
return void

SetSleepingThresholds() public abstract method

public abstract SetSleepingThresholds ( BulletBody obj, float lin_threshold, float ang_threshold ) : void
obj BulletBody
lin_threshold float
ang_threshold float
return void

SetTranslation() public abstract method

public abstract SetTranslation ( BulletBody obj, System.Vector3 position, Quaternion rotation ) : void
obj BulletBody
position System.Vector3
rotation Quaternion
return void

SetUserPointer() public abstract method

public abstract SetUserPointer ( BulletBody obj, IntPtr val ) : void
obj BulletBody
val System.IntPtr
return void

Shutdown() public abstract method

public abstract Shutdown ( BulletWorld sim ) : void
sim BulletWorld
return void

SliderMotor() public abstract method

public abstract SliderMotor ( BulletConstraint constrain, int forceVel, int linAng, float val ) : bool
constrain BulletConstraint
forceVel int
linAng int
val float
return bool

SliderMotorEnable() public abstract method

public abstract SliderMotorEnable ( BulletConstraint constrain, int linAng, float numericTrueFalse ) : bool
constrain BulletConstraint
linAng int
numericTrueFalse float
return bool

SliderSet() public abstract method

public abstract SliderSet ( BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val ) : bool
constrain BulletConstraint
softRestDamp int
dirLimOrtho int
linAng int
val float
return bool

SliderSetLimits() public abstract method

public abstract SliderSetLimits ( BulletConstraint constrain, int lowerUpper, int linAng, float val ) : bool
constrain BulletConstraint
lowerUpper int
linAng int
val float
return bool

SpringEnable() public abstract method

public abstract SpringEnable ( BulletConstraint constrain, int index, float numericTrueFalse ) : bool
constrain BulletConstraint
index int
numericTrueFalse float
return bool

SpringSetDamping() public abstract method

public abstract SpringSetDamping ( BulletConstraint constrain, int index, float damping ) : bool
constrain BulletConstraint
index int
damping float
return bool

SpringSetEquilibriumPoint() public abstract method

public abstract SpringSetEquilibriumPoint ( BulletConstraint constrain, int index, float equilibriumPoint ) : bool
constrain BulletConstraint
index int
equilibriumPoint float
return bool

SpringSetStiffness() public abstract method

public abstract SpringSetStiffness ( BulletConstraint constrain, int index, float stiffnesss ) : bool
constrain BulletConstraint
index int
stiffnesss float
return bool

Translate() public abstract method

public abstract Translate ( BulletBody obj, System.Vector3 trans ) : void
obj BulletBody
trans System.Vector3
return void

TranslationalLimitMotor() public abstract method

public abstract TranslationalLimitMotor ( BulletConstraint constrain, float enable, float targetVel, float maxMotorForce ) : bool
constrain BulletConstraint
enable float
targetVel float
maxMotorForce float
return bool

UpdateAabbs() public abstract method

public abstract UpdateAabbs ( BulletWorld world ) : void
world BulletWorld
return void

UpdateChildTransform() public abstract method

public abstract UpdateChildTransform ( BulletShape pShape, int childIndex, System.Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb ) : void
pShape BulletShape
childIndex int
pos System.Vector3
rot Quaternion
shouldRecalculateLocalAabb bool
return void

UpdateDeactivation() public abstract method

public abstract UpdateDeactivation ( BulletBody obj, float timeStep ) : void
obj BulletBody
timeStep float
return void

UpdateInertiaTensor() public abstract method

public abstract UpdateInertiaTensor ( BulletBody obj ) : void
obj BulletBody
return void

UpdateParameter() public abstract method

public abstract UpdateParameter ( BulletWorld world, UInt32 localID, String parm, float value ) : bool
world BulletWorld
localID System.UInt32
parm String
value float
return bool

UpdateSingleAabb() public abstract method

public abstract UpdateSingleAabb ( BulletWorld world, BulletBody obj ) : void
world BulletWorld
obj BulletBody
return void

UseFrameOffset() public abstract method

public abstract UseFrameOffset ( BulletConstraint constrain, float enable ) : bool
constrain BulletConstraint
enable float
return bool

WantsSleeping() public abstract method

public abstract WantsSleeping ( BulletBody obj ) : bool
obj BulletBody
return bool