C# Class Universe.Physics.BulletSPlugin.BSAPIXNA

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

Private Properties

Property Type Description
GetDebugProperties EntityProperties
Initialize2 DiscreteDynamicsWorld
PhysicsStep2 int
PhysicsStepint int
RecordCollision void

Public Methods

Method Description
Activate ( BulletBody pCollisionObject, bool pforceactivation ) : void
AddChildShapeToCompoundShape ( BulletShape pCShape, BulletShape paddShape, System.Vector3 displacementPos, Quaternion displacementRot ) : void
AddConstraintRef ( BulletBody pBody, BulletConstraint pConstraint ) : void
AddConstraintToWorld ( BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects ) : bool
AddObjectToWorld ( BulletWorld pWorld, BulletBody pBody ) : bool
AddToCollisionFlags ( BulletBody pCollisionObject, CollisionFlags pcollisionFlags ) : CollisionFlags
ApplyCentralForce ( BulletBody pBody, System.Vector3 pfSum ) : void
ApplyCentralImpulse ( BulletBody pBody, System.Vector3 pfSum ) : void
ApplyDamping ( BulletBody pBody, float timeStep ) : void
ApplyForce ( BulletBody pBody, System.Vector3 force, System.Vector3 pos ) : void
ApplyGravity ( BulletBody pBody ) : void
ApplyImpulse ( BulletBody pBody, System.Vector3 imp, System.Vector3 pos ) : void
ApplyTorque ( BulletBody pBody, System.Vector3 pfSum ) : void
ApplyTorqueImpulse ( BulletBody pBody, System.Vector3 pfSum ) : void
BSAPIXNA ( string paramName, BSScene physScene ) : System
BSShapeTypeFromBroadPhaseNativeType ( BroadphaseNativeTypes pin ) : BSPhysicsShapeType
BuildCapsuleShape ( BulletWorld pWorld, float pRadius, float pHeight, System.Vector3 pScale ) : BulletShape
BuildConvexHullShapeFromMesh ( BulletWorld world, BulletShape meshShape ) : BulletShape
BuildHullShapeFromMesh ( BulletWorld world, BulletShape meshShape, HACDParams parms ) : BulletShape
BuildNativeShape ( BulletWorld pWorld, ShapeData pShapeData ) : BulletShape
CalculateLocalInertia ( BulletShape pShape, float pphysMass ) : System.Vector3
CalculateTransforms ( BulletConstraint pConstraint ) : bool
ClearAllForces ( BulletBody pCollisionObject ) : void
ClearCollisionProxyCache ( BulletWorld pWorld, BulletBody pBody ) : bool
ClearForces ( BulletBody pBody ) : void
Create6DofConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pframe1, Quaternion pframe1rot, System.Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
Create6DofConstraintFixed ( BulletWorld pWorld, BulletBody pBody1, System.Vector3 pframe1, Quaternion pframe1rot, bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
Create6DofConstraintToPoint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint

Create6DofSpringConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pframe1, Quaternion pframe1rot, System.Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateBodyFromShape ( BulletWorld pWorld, BulletShape pShape, uint pLocalID, System.Vector3 pRawPosition, Quaternion pRawOrientation ) : BulletBody
CreateBodyWithDefaultMotionState ( BulletShape pShape, uint pLocalID, System.Vector3 pRawPosition, Quaternion pRawOrientation ) : BulletBody
CreateCompoundShape ( BulletWorld pWorld, bool enableDynamicAabbTree ) : BulletShape
CreateConeTwistConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pframe1, Quaternion pframe1rot, System.Vector3 pframe2, Quaternion pframe2rot, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateConvexHullShape ( BulletWorld pWorld, int pIndicesCount, int indices, int pVerticesCount, float verticesAsFloats ) : BulletShape
CreateGImpactShape ( BulletWorld pWorld, int pIndicesCount, int indices, int pVerticesCount, float verticesAsFloats ) : BulletShape
CreateGearConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 paxisInA, System.Vector3 paxisInB, float pratio, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateGhostFromShape ( BulletWorld pWorld, BulletShape pShape, uint pLocalID, System.Vector3 pRawPosition, Quaternion pRawOrientation ) : BulletBody
CreateGroundPlaneShape ( uint pLocalId, float pheight, float pcollisionMargin ) : BulletShape
CreateHingeConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 ppivotInA, System.Vector3 ppivotInB, System.Vector3 paxisInA, System.Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateHullShape ( BulletWorld pWorld, int pHullCount, float pConvHulls ) : BulletShape
CreateMeshShape ( BulletWorld pWorld, int pIndicesCount, int indices, int pVerticesCount, float verticesAsFloats ) : BulletShape
CreatePoint2PointConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 ppivotInA, System.Vector3 ppivotInB, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateSliderConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pframe1, Quaternion pframe1rot, System.Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateTerrainShape ( uint id, System.Vector3 size, float minHeight, float maxHeight, float heightMap, float scaleFactor, float collisionMargin ) : BulletShape
DeleteCollisionShape ( BulletWorld pWorld, BulletShape pShape ) : bool
DestroyConstraint ( BulletWorld pWorld, BulletConstraint pConstraint ) : bool
DestroyObject ( BulletWorld pWorld, BulletBody pBody ) : void
DumpRaw ( ObjectArray indices, ObjectArray vertices, int pIndicesCount, int pVerticesCount ) : void
DumpRaw ( int indices, float vertices, int pIndicesCount, int pVerticesCount ) : void
DuplicateCollisionShape ( BulletWorld pWorld, BulletShape pShape, uint id ) : BulletShape
ForceActivationState ( BulletBody pCollisionObject, ActivationState pActivationState ) : void
GetActivationState ( BulletBody pBody ) : int
GetAngularDamping ( BulletBody pBody ) : float
GetAngularFactor ( BulletBody pBody ) : System.Vector3
GetAngularMotionDisc ( BulletShape pShape ) : float
GetAngularVelocity ( BulletBody pBody ) : System.Vector3
GetAnisotripicFriction ( BulletConstraint pconstrain ) : System.Vector3
GetBodyType ( BulletBody pCollisionObject ) : CollisionObjectTypes
GetCcdMotionThreshold ( BulletBody pCollisionObject ) : float
GetCcdSweptSphereRadius ( BulletBody pCollisionObject ) : float
GetChildShapeFromCompoundShapeIndex ( BulletShape cShape, int indx ) : BulletShape
GetCollisionFlags ( BulletBody pCollisionObject ) : CollisionFlags
GetCollisionShape ( BulletBody pCollisionObject ) : BulletShape
GetConstraintRef ( BulletBody pBody, int index ) : BulletConstraint
GetContactBreakingThreshold ( BulletShape pShape, float defaultFactor ) : float
GetContactProcessingThreshold ( BulletBody pBody ) : float
GetDeactivationTime ( BulletBody pBody ) : float
GetForceUpdateAllAabbs ( BulletWorld pWorld ) : bool
GetFriction ( BulletBody pBody ) : float
GetGravity ( BulletBody pBody ) : System.Vector3
GetHitFraction ( BulletBody pBody ) : float
GetInvInertiaDiagLocal ( BulletBody pBody ) : System.Vector3
GetLinearDamping ( BulletBody pBody ) : float
GetLinearFactor ( BulletBody pBody ) : System.Vector3
GetLinearSleepingThreshold ( BulletBody pBody ) : float
GetLinearVelocity ( BulletBody pBody ) : System.Vector3
GetLocalScaling ( BulletShape pShape ) : System.Vector3
GetMargin ( BulletShape pShape ) : float
GetNumConstraintRefs ( BulletBody pBody ) : int
GetNumberOfCompoundChildren ( BulletShape pCompoundShape ) : int
GetOrientation ( BulletBody pCollisionObject ) : Quaternion
GetPosition ( BulletBody pCollisionObject ) : System.Vector3
GetRestitution ( BulletBody pBody ) : float
GetShapeType ( BulletShape pShape ) : int
GetTotalForce ( BulletBody pBody ) : System.Vector3
GetTotalTorque ( BulletBody pBody ) : System.Vector3
GetUserPointer ( BulletBody pCollisionObject ) : IntPtr
GetVelocityInLocalPoint ( BulletBody pBody, System.Vector3 pos ) : System.Vector3
HasAnisotripicFriction ( BulletConstraint pconstrain ) : bool
HasContactResponse ( BulletBody pCollisionObject ) : bool
HingeSetLimits ( BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation ) : bool
Initialize ( Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, CollisionDesc &collisionArray, int maxUpdates, EntityProperties &updateArray ) : BulletWorld
IsActive ( BulletBody pBody ) : bool
IsCompound ( BulletShape pShape ) : bool
IsConcave ( BulletShape pShape ) : bool
IsConvex ( BulletShape pShape ) : bool
IsConvex2d ( BulletShape pShape ) : bool
IsInWorld ( BulletWorld pWorld, BulletBody pCollisionObject ) : bool
IsInfinite ( BulletShape pShape ) : bool
IsKinematicObject ( BulletBody pCollisionObject ) : bool
IsNativeShape ( BulletShape pShape ) : bool
IsNonMoving ( BulletShape pShape ) : bool
IsPolyhedral ( BulletShape pShape ) : bool
IsSoftBody ( BulletShape pShape ) : bool
IsStaticObject ( BulletBody pCollisionObject ) : bool
IsStaticOrKinematicObject ( BulletBody pCollisionObject ) : bool
PhysicsStep ( BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, int &updatedEntityCount, int &collidersCount ) : int
PushUpdate ( BulletBody pCollisionObject ) : bool
RayCastGround ( BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe ) : bool
RecalculateCompoundShapeLocalAabb ( BulletShape pCompoundShape ) : void
RecordGhostCollisions ( PairCachingGhostObject obj ) : void
RemoveChildShapeFromCompoundShape ( BulletShape cShape, BulletShape removeShape ) : void
RemoveChildShapeFromCompoundShapeIndex ( BulletShape pCShape, int pii ) : BulletShape
RemoveConstraintFromWorld ( BulletWorld pWorld, BulletConstraint pConstraint ) : bool
RemoveConstraintRef ( BulletBody pBody, BulletConstraint pConstraint ) : void
RemoveFromCollisionFlags ( BulletBody pCollisionObject, CollisionFlags pcollisionFlags ) : CollisionFlags
RemoveObjectFromWorld ( BulletWorld pWorld, BulletBody pBody ) : bool

SetActivationState ( BulletBody pBody, int state ) : void
SetAngularDamping ( BulletBody pBody, float angularDamping ) : void
SetAngularFactor ( BulletBody pBody, float factor ) : void
SetAngularFactorV ( BulletBody pBody, Vector3 pAngularFactor ) : void
SetAngularLimits ( BulletConstraint pConstraint, Vector3 low, Vector3 high ) : bool
SetAngularVelocity ( BulletBody pBody, Vector3 pVector3 ) : void
SetAnisotripicFriction ( BulletConstraint pconstrain, Vector3 frict ) : Vector3
SetBreakingImpulseThreshold ( BulletConstraint pConstraint, float threshold ) : bool
SetCcdMotionThreshold ( BulletBody pCollisionObject, float pccdMotionThreashold ) : void
SetCcdSweptSphereRadius ( BulletBody pCollisionObject, float pCcdSweptSphereRadius ) : void
SetCenterOfMassByPosRot ( BulletBody pBody, Vector3 pos, Quaternion rot ) : void
SetCollisionFlags ( BulletBody pCollisionObject, CollisionFlags collisionFlags ) : CollisionFlags
SetCollisionGroupMask ( BulletBody pCollisionObject, uint pGroup, uint pMask ) : bool
SetCollisionShape ( BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape ) : void
SetConstraintEnable ( BulletConstraint pConstraint, float p_2 ) : void
SetConstraintNumSolverIterations ( BulletConstraint pConstraint, float cnt ) : void
SetConstraintParam ( BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis ) : bool
SetContactProcessingThreshold ( BulletBody pCollisionObject, float contactprocessingthreshold ) : void
SetDamping ( BulletBody pBody, float pLinear, float pAngular ) : void
SetDeactivationTime ( BulletBody pCollisionObject, float pDeactivationTime ) : void
SetForceUpdateAllAabbs ( BulletWorld pWorld, bool pForce ) : void
SetFrames ( BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot ) : bool
SetFriction ( BulletBody pCollisionObject, float _currentFriction ) : void
SetGravity ( BulletBody pBody, Vector3 pGravity ) : void
SetHitFraction ( BulletBody pCollisionObject, float pHitFraction ) : void
SetInterpolationAngularVelocity ( BulletBody pCollisionObject, Vector3 pVector3 ) : void
SetInterpolationLinearVelocity ( BulletBody pCollisionObject, Vector3 VehicleVelocity ) : void
SetInterpolationVelocity ( BulletBody pBody, Vector3 linearVel, Vector3 angularVel ) : void
SetInvInertiaDiagLocal ( BulletBody pBody, Vector3 inert ) : void
SetLinearDamping ( BulletBody pBody, float lin_damping ) : void
SetLinearFactor ( BulletBody pBody, Vector3 factor ) : void
SetLinearLimits ( BulletConstraint pConstraint, Vector3 low, Vector3 high ) : bool
SetLinearVelocity ( BulletBody pBody, Vector3 _velocity ) : void
SetLocalScaling ( BulletShape pShape, Vector3 pScale ) : void
SetMargin ( BulletShape pShape, float pMargin ) : void
SetMassProps ( BulletBody pBody, float pphysMass, Vector3 plocalInertia ) : void
SetObjectForce ( BulletBody pBody, Vector3 _force ) : void
SetRestitution ( BulletBody pCollisionObject, float pRestitution ) : void
SetShapeCollisionMargin ( BulletShape pShape, float pMargin ) : void
SetSleepingThresholds ( BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold ) : void
SetTranslation ( BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation ) : void
SetUserPointer ( BulletBody pCollisionObject, IntPtr val ) : void
Shutdown ( BulletWorld pWorld ) : void
SliderMotor ( BulletConstraint pConstraint, int forceVel, int linAng, float val ) : bool
SliderMotorEnable ( BulletConstraint pConstraint, int linAng, float numericTrueFalse ) : bool
SliderSet ( BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val ) : bool
SliderSetLimits ( BulletConstraint pConstraint, int lowerUpper, int linAng, float val ) : bool
SpringEnable ( BulletConstraint pConstraint, int index, float numericTrueFalse ) : bool
SpringSetDamping ( BulletConstraint pConstraint, int index, float damping ) : bool
SpringSetEquilibriumPoint ( BulletConstraint pConstraint, int index, float equilibriumPoint ) : bool
SpringSetStiffness ( BulletConstraint pConstraint, int index, float stiffness ) : bool
Translate ( BulletBody pCollisionObject, Vector3 trans ) : void
TranslationalLimitMotor ( BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce ) : bool
UpdateAabbs ( BulletWorld pWorld ) : void
UpdateChildTransform ( BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb ) : void
UpdateDeactivation ( BulletBody pBody, float timeStep ) : void
UpdateInertiaTensor ( BulletBody pBody ) : void
UpdateParameter ( BulletWorld world, uint localID, String parm, float value ) : bool
UpdateSingleAabb ( BulletWorld pWorld, BulletBody pCollisionObject ) : void
UseFrameOffset ( BulletConstraint pConstraint, float onOff ) : bool
WantsSleeping ( BulletBody pBody ) : bool

Private Methods

Method Description
GetDebugProperties ( BulletWorld pWorld, BulletBody pCollisionObject ) : EntityProperties
Initialize2 ( Vector3 worldExtent, ConfigurationParameters o, int mMaxCollisionsPerFrame, CollisionDesc &collisionArray, int mMaxUpdatesPerFrame, EntityProperties &updateArray, object mDebugLogCallbackHandle ) : DiscreteDynamicsWorld
PhysicsStep2 ( BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, int &updatedEntityCount, EntityProperties &updatedEntities, int &collidersCount, CollisionDesc &colliders ) : int
PhysicsStepint ( BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, int &updatedEntityCount, EntityProperties &updatedEntities, int &collidersCount, CollisionDesc &colliders, int maxCollisions, int maxUpdates ) : int
RecordCollision ( BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration ) : void

Method Details

Activate() public method

public Activate ( BulletBody pCollisionObject, bool pforceactivation ) : void
pCollisionObject BulletBody
pforceactivation bool
return void

AddChildShapeToCompoundShape() public method

public AddChildShapeToCompoundShape ( BulletShape pCShape, BulletShape paddShape, System.Vector3 displacementPos, Quaternion displacementRot ) : void
pCShape BulletShape
paddShape BulletShape
displacementPos System.Vector3
displacementRot Quaternion
return void

AddConstraintRef() public method

public AddConstraintRef ( BulletBody pBody, BulletConstraint pConstraint ) : void
pBody BulletBody
pConstraint BulletConstraint
return void

AddConstraintToWorld() public method

public AddConstraintToWorld ( BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects ) : bool
pWorld BulletWorld
pConstraint BulletConstraint
pDisableCollisionsBetweenLinkedObjects bool
return bool

AddObjectToWorld() public method

public AddObjectToWorld ( BulletWorld pWorld, BulletBody pBody ) : bool
pWorld BulletWorld
pBody BulletBody
return bool

AddToCollisionFlags() public method

public AddToCollisionFlags ( BulletBody pCollisionObject, CollisionFlags pcollisionFlags ) : CollisionFlags
pCollisionObject BulletBody
pcollisionFlags CollisionFlags
return CollisionFlags

ApplyCentralForce() public method

public ApplyCentralForce ( BulletBody pBody, System.Vector3 pfSum ) : void
pBody BulletBody
pfSum System.Vector3
return void

ApplyCentralImpulse() public method

public ApplyCentralImpulse ( BulletBody pBody, System.Vector3 pfSum ) : void
pBody BulletBody
pfSum System.Vector3
return void

ApplyDamping() public method

public ApplyDamping ( BulletBody pBody, float timeStep ) : void
pBody BulletBody
timeStep float
return void

ApplyForce() public method

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

ApplyGravity() public method

public ApplyGravity ( BulletBody pBody ) : void
pBody BulletBody
return void

ApplyImpulse() public method

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

ApplyTorque() public method

public ApplyTorque ( BulletBody pBody, System.Vector3 pfSum ) : void
pBody BulletBody
pfSum System.Vector3
return void

ApplyTorqueImpulse() public method

public ApplyTorqueImpulse ( BulletBody pBody, System.Vector3 pfSum ) : void
pBody BulletBody
pfSum System.Vector3
return void

BSAPIXNA() public method

public BSAPIXNA ( string paramName, BSScene physScene ) : System
paramName string
physScene BSScene
return System

BSShapeTypeFromBroadPhaseNativeType() public method

public BSShapeTypeFromBroadPhaseNativeType ( BroadphaseNativeTypes pin ) : BSPhysicsShapeType
pin BroadphaseNativeTypes
return BSPhysicsShapeType

BuildCapsuleShape() public method

public BuildCapsuleShape ( BulletWorld pWorld, float pRadius, float pHeight, System.Vector3 pScale ) : BulletShape
pWorld BulletWorld
pRadius float
pHeight float
pScale System.Vector3
return BulletShape

BuildConvexHullShapeFromMesh() public method

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

BuildHullShapeFromMesh() public method

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

BuildNativeShape() public method

public BuildNativeShape ( BulletWorld pWorld, ShapeData pShapeData ) : BulletShape
pWorld BulletWorld
pShapeData ShapeData
return BulletShape

CalculateLocalInertia() public method

public CalculateLocalInertia ( BulletShape pShape, float pphysMass ) : System.Vector3
pShape BulletShape
pphysMass float
return System.Vector3

CalculateTransforms() public method

public CalculateTransforms ( BulletConstraint pConstraint ) : bool
pConstraint BulletConstraint
return bool

ClearAllForces() public method

public ClearAllForces ( BulletBody pCollisionObject ) : void
pCollisionObject BulletBody
return void

ClearCollisionProxyCache() public method

public ClearCollisionProxyCache ( BulletWorld pWorld, BulletBody pBody ) : bool
pWorld BulletWorld
pBody BulletBody
return bool

ClearForces() public method

public ClearForces ( BulletBody pBody ) : void
pBody BulletBody
return void

Create6DofConstraint() public method

public Create6DofConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pframe1, Quaternion pframe1rot, System.Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
pframe1 System.Vector3
pframe1rot Quaternion
pframe2 System.Vector3
pframe2rot Quaternion
puseLinearReferenceFrameA bool
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

Create6DofConstraintFixed() public method

public Create6DofConstraintFixed ( BulletWorld pWorld, BulletBody pBody1, System.Vector3 pframe1, Quaternion pframe1rot, bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pframe1 System.Vector3
pframe1rot Quaternion
pUseLinearReferenceFrameB bool
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

Create6DofConstraintToPoint() public method

public Create6DofConstraintToPoint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
pjoinPoint System.Vector3
puseLinearReferenceFrameA bool
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

Create6DofSpringConstraint() public method

public Create6DofSpringConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pframe1, Quaternion pframe1rot, System.Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
pframe1 System.Vector3
pframe1rot Quaternion
pframe2 System.Vector3
pframe2rot Quaternion
puseLinearReferenceFrameA bool
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateBodyFromShape() public method

public CreateBodyFromShape ( BulletWorld pWorld, BulletShape pShape, uint pLocalID, System.Vector3 pRawPosition, Quaternion pRawOrientation ) : BulletBody
pWorld BulletWorld
pShape BulletShape
pLocalID uint
pRawPosition System.Vector3
pRawOrientation Quaternion
return BulletBody

CreateBodyWithDefaultMotionState() public method

public CreateBodyWithDefaultMotionState ( BulletShape pShape, uint pLocalID, System.Vector3 pRawPosition, Quaternion pRawOrientation ) : BulletBody
pShape BulletShape
pLocalID uint
pRawPosition System.Vector3
pRawOrientation Quaternion
return BulletBody

CreateCompoundShape() public method

public CreateCompoundShape ( BulletWorld pWorld, bool enableDynamicAabbTree ) : BulletShape
pWorld BulletWorld
enableDynamicAabbTree bool
return BulletShape

CreateConeTwistConstraint() public method

public CreateConeTwistConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pframe1, Quaternion pframe1rot, System.Vector3 pframe2, Quaternion pframe2rot, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
pframe1 System.Vector3
pframe1rot Quaternion
pframe2 System.Vector3
pframe2rot Quaternion
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateConvexHullShape() public method

public CreateConvexHullShape ( BulletWorld pWorld, int pIndicesCount, int indices, int pVerticesCount, float verticesAsFloats ) : BulletShape
pWorld BulletWorld
pIndicesCount int
indices int
pVerticesCount int
verticesAsFloats float
return BulletShape

CreateGImpactShape() public method

public CreateGImpactShape ( BulletWorld pWorld, int pIndicesCount, int indices, int pVerticesCount, float verticesAsFloats ) : BulletShape
pWorld BulletWorld
pIndicesCount int
indices int
pVerticesCount int
verticesAsFloats float
return BulletShape

CreateGearConstraint() public method

public CreateGearConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 paxisInA, System.Vector3 paxisInB, float pratio, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
paxisInA System.Vector3
paxisInB System.Vector3
pratio float
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateGhostFromShape() public method

public CreateGhostFromShape ( BulletWorld pWorld, BulletShape pShape, uint pLocalID, System.Vector3 pRawPosition, Quaternion pRawOrientation ) : BulletBody
pWorld BulletWorld
pShape BulletShape
pLocalID uint
pRawPosition System.Vector3
pRawOrientation Quaternion
return BulletBody

CreateGroundPlaneShape() public method

public CreateGroundPlaneShape ( uint pLocalId, float pheight, float pcollisionMargin ) : BulletShape
pLocalId uint
pheight float
pcollisionMargin float
return BulletShape

CreateHingeConstraint() public method

public CreateHingeConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 ppivotInA, System.Vector3 ppivotInB, System.Vector3 paxisInA, System.Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
ppivotInA System.Vector3
ppivotInB System.Vector3
paxisInA System.Vector3
paxisInB System.Vector3
puseLinearReferenceFrameA bool
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateHullShape() public method

public CreateHullShape ( BulletWorld pWorld, int pHullCount, float pConvHulls ) : BulletShape
pWorld BulletWorld
pHullCount int
pConvHulls float
return BulletShape

CreateMeshShape() public method

public CreateMeshShape ( BulletWorld pWorld, int pIndicesCount, int indices, int pVerticesCount, float verticesAsFloats ) : BulletShape
pWorld BulletWorld
pIndicesCount int
indices int
pVerticesCount int
verticesAsFloats float
return BulletShape

CreatePoint2PointConstraint() public method

public CreatePoint2PointConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 ppivotInA, System.Vector3 ppivotInB, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
ppivotInA System.Vector3
ppivotInB System.Vector3
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateSliderConstraint() public method

public CreateSliderConstraint ( BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, System.Vector3 pframe1, Quaternion pframe1rot, System.Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies ) : BulletConstraint
pWorld BulletWorld
pBody1 BulletBody
pBody2 BulletBody
pframe1 System.Vector3
pframe1rot Quaternion
pframe2 System.Vector3
pframe2rot Quaternion
puseLinearReferenceFrameA bool
pdisableCollisionsBetweenLinkedBodies bool
return BulletConstraint

CreateTerrainShape() public method

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

DeleteCollisionShape() public method

public DeleteCollisionShape ( BulletWorld pWorld, BulletShape pShape ) : bool
pWorld BulletWorld
pShape BulletShape
return bool

DestroyConstraint() public method

public DestroyConstraint ( BulletWorld pWorld, BulletConstraint pConstraint ) : bool
pWorld BulletWorld
pConstraint BulletConstraint
return bool

DestroyObject() public method

public DestroyObject ( BulletWorld pWorld, BulletBody pBody ) : void
pWorld BulletWorld
pBody BulletBody
return void

DumpRaw() public static method

public static DumpRaw ( ObjectArray indices, ObjectArray vertices, int pIndicesCount, int pVerticesCount ) : void
indices ObjectArray
vertices ObjectArray
pIndicesCount int
pVerticesCount int
return void

DumpRaw() public static method

public static DumpRaw ( int indices, float vertices, int pIndicesCount, int pVerticesCount ) : void
indices int
vertices float
pIndicesCount int
pVerticesCount int
return void

DuplicateCollisionShape() public method

public DuplicateCollisionShape ( BulletWorld pWorld, BulletShape pShape, uint id ) : BulletShape
pWorld BulletWorld
pShape BulletShape
id uint
return BulletShape

ForceActivationState() public method

public ForceActivationState ( BulletBody pCollisionObject, ActivationState pActivationState ) : void
pCollisionObject BulletBody
pActivationState ActivationState
return void

GetActivationState() public method

public GetActivationState ( BulletBody pBody ) : int
pBody BulletBody
return int

GetAngularDamping() public method

public GetAngularDamping ( BulletBody pBody ) : float
pBody BulletBody
return float

GetAngularFactor() public method

public GetAngularFactor ( BulletBody pBody ) : System.Vector3
pBody BulletBody
return System.Vector3

GetAngularMotionDisc() public method

public GetAngularMotionDisc ( BulletShape pShape ) : float
pShape BulletShape
return float

GetAngularVelocity() public method

public GetAngularVelocity ( BulletBody pBody ) : System.Vector3
pBody BulletBody
return System.Vector3

GetAnisotripicFriction() public method

public GetAnisotripicFriction ( BulletConstraint pconstrain ) : System.Vector3
pconstrain BulletConstraint
return System.Vector3

GetBodyType() public method

public GetBodyType ( BulletBody pCollisionObject ) : CollisionObjectTypes
pCollisionObject BulletBody
return CollisionObjectTypes

GetCcdMotionThreshold() public method

public GetCcdMotionThreshold ( BulletBody pCollisionObject ) : float
pCollisionObject BulletBody
return float

GetCcdSweptSphereRadius() public method

public GetCcdSweptSphereRadius ( BulletBody pCollisionObject ) : float
pCollisionObject BulletBody
return float

GetChildShapeFromCompoundShapeIndex() public method

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

GetCollisionFlags() public method

public GetCollisionFlags ( BulletBody pCollisionObject ) : CollisionFlags
pCollisionObject BulletBody
return CollisionFlags

GetCollisionShape() public method

public GetCollisionShape ( BulletBody pCollisionObject ) : BulletShape
pCollisionObject BulletBody
return BulletShape

GetConstraintRef() public method

public GetConstraintRef ( BulletBody pBody, int index ) : BulletConstraint
pBody BulletBody
index int
return BulletConstraint

GetContactBreakingThreshold() public method

public GetContactBreakingThreshold ( BulletShape pShape, float defaultFactor ) : float
pShape BulletShape
defaultFactor float
return float

GetContactProcessingThreshold() public method

public GetContactProcessingThreshold ( BulletBody pBody ) : float
pBody BulletBody
return float

GetDeactivationTime() public method

public GetDeactivationTime ( BulletBody pBody ) : float
pBody BulletBody
return float

GetForceUpdateAllAabbs() public method

public GetForceUpdateAllAabbs ( BulletWorld pWorld ) : bool
pWorld BulletWorld
return bool

GetFriction() public method

public GetFriction ( BulletBody pBody ) : float
pBody BulletBody
return float

GetGravity() public method

public GetGravity ( BulletBody pBody ) : System.Vector3
pBody BulletBody
return System.Vector3

GetHitFraction() public method

public GetHitFraction ( BulletBody pBody ) : float
pBody BulletBody
return float

GetInvInertiaDiagLocal() public method

public GetInvInertiaDiagLocal ( BulletBody pBody ) : System.Vector3
pBody BulletBody
return System.Vector3

GetLinearDamping() public method

public GetLinearDamping ( BulletBody pBody ) : float
pBody BulletBody
return float

GetLinearFactor() public method

public GetLinearFactor ( BulletBody pBody ) : System.Vector3
pBody BulletBody
return System.Vector3

GetLinearSleepingThreshold() public method

public GetLinearSleepingThreshold ( BulletBody pBody ) : float
pBody BulletBody
return float

GetLinearVelocity() public method

public GetLinearVelocity ( BulletBody pBody ) : System.Vector3
pBody BulletBody
return System.Vector3

GetLocalScaling() public method

public GetLocalScaling ( BulletShape pShape ) : System.Vector3
pShape BulletShape
return System.Vector3

GetMargin() public method

public GetMargin ( BulletShape pShape ) : float
pShape BulletShape
return float

GetNumConstraintRefs() public method

public GetNumConstraintRefs ( BulletBody pBody ) : int
pBody BulletBody
return int

GetNumberOfCompoundChildren() public method

public GetNumberOfCompoundChildren ( BulletShape pCompoundShape ) : int
pCompoundShape BulletShape
return int

GetOrientation() public method

public GetOrientation ( BulletBody pCollisionObject ) : Quaternion
pCollisionObject BulletBody
return Quaternion

GetPosition() public method

public GetPosition ( BulletBody pCollisionObject ) : System.Vector3
pCollisionObject BulletBody
return System.Vector3

GetRestitution() public method

public GetRestitution ( BulletBody pBody ) : float
pBody BulletBody
return float

GetShapeType() public method

public GetShapeType ( BulletShape pShape ) : int
pShape BulletShape
return int

GetTotalForce() public method

public GetTotalForce ( BulletBody pBody ) : System.Vector3
pBody BulletBody
return System.Vector3

GetTotalTorque() public method

public GetTotalTorque ( BulletBody pBody ) : System.Vector3
pBody BulletBody
return System.Vector3

GetUserPointer() public method

public GetUserPointer ( BulletBody pCollisionObject ) : IntPtr
pCollisionObject BulletBody
return System.IntPtr

GetVelocityInLocalPoint() public method

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

HasAnisotripicFriction() public method

public HasAnisotripicFriction ( BulletConstraint pconstrain ) : bool
pconstrain BulletConstraint
return bool

HasContactResponse() public method

public HasContactResponse ( BulletBody pCollisionObject ) : bool
pCollisionObject BulletBody
return bool

HingeSetLimits() public method

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

Initialize() public method

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

IsActive() public method

public IsActive ( BulletBody pBody ) : bool
pBody BulletBody
return bool

IsCompound() public method

public IsCompound ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsConcave() public method

public IsConcave ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsConvex() public method

public IsConvex ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsConvex2d() public method

public IsConvex2d ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsInWorld() public method

public IsInWorld ( BulletWorld pWorld, BulletBody pCollisionObject ) : bool
pWorld BulletWorld
pCollisionObject BulletBody
return bool

IsInfinite() public method

public IsInfinite ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsKinematicObject() public method

public IsKinematicObject ( BulletBody pCollisionObject ) : bool
pCollisionObject BulletBody
return bool

IsNativeShape() public method

public IsNativeShape ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsNonMoving() public method

public IsNonMoving ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsPolyhedral() public method

public IsPolyhedral ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsSoftBody() public method

public IsSoftBody ( BulletShape pShape ) : bool
pShape BulletShape
return bool

IsStaticObject() public method

public IsStaticObject ( BulletBody pCollisionObject ) : bool
pCollisionObject BulletBody
return bool

IsStaticOrKinematicObject() public method

public IsStaticOrKinematicObject ( BulletBody pCollisionObject ) : bool
pCollisionObject BulletBody
return bool

PhysicsStep() public method

public 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 method

public PushUpdate ( BulletBody pCollisionObject ) : bool
pCollisionObject BulletBody
return bool

RayCastGround() public method

public RayCastGround ( BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe ) : bool
pWorld BulletWorld
_RayOrigin Vector3
pRayHeight float
NotMe BulletBody
return bool

RecalculateCompoundShapeLocalAabb() public method

public RecalculateCompoundShapeLocalAabb ( BulletShape pCompoundShape ) : void
pCompoundShape BulletShape
return void

RecordGhostCollisions() public method

public RecordGhostCollisions ( PairCachingGhostObject obj ) : void
obj PairCachingGhostObject
return void

RemoveChildShapeFromCompoundShape() public method

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

RemoveChildShapeFromCompoundShapeIndex() public method

public RemoveChildShapeFromCompoundShapeIndex ( BulletShape pCShape, int pii ) : BulletShape
pCShape BulletShape
pii int
return BulletShape

RemoveConstraintFromWorld() public method

public RemoveConstraintFromWorld ( BulletWorld pWorld, BulletConstraint pConstraint ) : bool
pWorld BulletWorld
pConstraint BulletConstraint
return bool

RemoveConstraintRef() public method

public RemoveConstraintRef ( BulletBody pBody, BulletConstraint pConstraint ) : void
pBody BulletBody
pConstraint BulletConstraint
return void

RemoveFromCollisionFlags() public method

public RemoveFromCollisionFlags ( BulletBody pCollisionObject, CollisionFlags pcollisionFlags ) : CollisionFlags
pCollisionObject BulletBody
pcollisionFlags CollisionFlags
return CollisionFlags

RemoveObjectFromWorld() public method

public RemoveObjectFromWorld ( BulletWorld pWorld, BulletBody pBody ) : bool
pWorld BulletWorld
pBody BulletBody
return bool

SetActivationState() public method

public SetActivationState ( BulletBody pBody, int state ) : void
pBody BulletBody
state int
return void

SetAngularDamping() public method

public SetAngularDamping ( BulletBody pBody, float angularDamping ) : void
pBody BulletBody
angularDamping float
return void

SetAngularFactor() public method

public SetAngularFactor ( BulletBody pBody, float factor ) : void
pBody BulletBody
factor float
return void

SetAngularFactorV() public method

public SetAngularFactorV ( BulletBody pBody, Vector3 pAngularFactor ) : void
pBody BulletBody
pAngularFactor Vector3
return void

SetAngularLimits() public method

public SetAngularLimits ( BulletConstraint pConstraint, Vector3 low, Vector3 high ) : bool
pConstraint BulletConstraint
low Vector3
high Vector3
return bool

SetAngularVelocity() public method

public SetAngularVelocity ( BulletBody pBody, Vector3 pVector3 ) : void
pBody BulletBody
pVector3 Vector3
return void

SetAnisotripicFriction() public method

public SetAnisotripicFriction ( BulletConstraint pconstrain, Vector3 frict ) : Vector3
pconstrain BulletConstraint
frict Vector3
return Vector3

SetBreakingImpulseThreshold() public method

public SetBreakingImpulseThreshold ( BulletConstraint pConstraint, float threshold ) : bool
pConstraint BulletConstraint
threshold float
return bool

SetCcdMotionThreshold() public method

public SetCcdMotionThreshold ( BulletBody pCollisionObject, float pccdMotionThreashold ) : void
pCollisionObject BulletBody
pccdMotionThreashold float
return void

SetCcdSweptSphereRadius() public method

public SetCcdSweptSphereRadius ( BulletBody pCollisionObject, float pCcdSweptSphereRadius ) : void
pCollisionObject BulletBody
pCcdSweptSphereRadius float
return void

SetCenterOfMassByPosRot() public method

public SetCenterOfMassByPosRot ( BulletBody pBody, Vector3 pos, Quaternion rot ) : void
pBody BulletBody
pos Vector3
rot Quaternion
return void

SetCollisionFlags() public method

public SetCollisionFlags ( BulletBody pCollisionObject, CollisionFlags collisionFlags ) : CollisionFlags
pCollisionObject BulletBody
collisionFlags CollisionFlags
return CollisionFlags

SetCollisionGroupMask() public method

public SetCollisionGroupMask ( BulletBody pCollisionObject, uint pGroup, uint pMask ) : bool
pCollisionObject BulletBody
pGroup uint
pMask uint
return bool

SetCollisionShape() public method

public SetCollisionShape ( BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape ) : void
pWorld BulletWorld
pCollisionObject BulletBody
pShape BulletShape
return void

SetConstraintEnable() public method

public SetConstraintEnable ( BulletConstraint pConstraint, float p_2 ) : void
pConstraint BulletConstraint
p_2 float
return void

SetConstraintNumSolverIterations() public method

public SetConstraintNumSolverIterations ( BulletConstraint pConstraint, float cnt ) : void
pConstraint BulletConstraint
cnt float
return void

SetConstraintParam() public method

public SetConstraintParam ( BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis ) : bool
pConstraint BulletConstraint
paramIndex ConstraintParams
paramvalue float
axis ConstraintParamAxis
return bool

SetContactProcessingThreshold() public method

public SetContactProcessingThreshold ( BulletBody pCollisionObject, float contactprocessingthreshold ) : void
pCollisionObject BulletBody
contactprocessingthreshold float
return void

SetDamping() public method

public SetDamping ( BulletBody pBody, float pLinear, float pAngular ) : void
pBody BulletBody
pLinear float
pAngular float
return void

SetDeactivationTime() public method

public SetDeactivationTime ( BulletBody pCollisionObject, float pDeactivationTime ) : void
pCollisionObject BulletBody
pDeactivationTime float
return void

SetForceUpdateAllAabbs() public method

public SetForceUpdateAllAabbs ( BulletWorld pWorld, bool pForce ) : void
pWorld BulletWorld
pForce bool
return void

SetFrames() public method

public SetFrames ( BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot ) : bool
pConstraint BulletConstraint
pframe1 Vector3
pframe1rot Quaternion
pframe2 Vector3
pframe2rot Quaternion
return bool

SetFriction() public method

public SetFriction ( BulletBody pCollisionObject, float _currentFriction ) : void
pCollisionObject BulletBody
_currentFriction float
return void

SetGravity() public method

public SetGravity ( BulletBody pBody, Vector3 pGravity ) : void
pBody BulletBody
pGravity Vector3
return void

SetHitFraction() public method

public SetHitFraction ( BulletBody pCollisionObject, float pHitFraction ) : void
pCollisionObject BulletBody
pHitFraction float
return void

SetInterpolationAngularVelocity() public method

public SetInterpolationAngularVelocity ( BulletBody pCollisionObject, Vector3 pVector3 ) : void
pCollisionObject BulletBody
pVector3 Vector3
return void

SetInterpolationLinearVelocity() public method

public SetInterpolationLinearVelocity ( BulletBody pCollisionObject, Vector3 VehicleVelocity ) : void
pCollisionObject BulletBody
VehicleVelocity Vector3
return void

SetInterpolationVelocity() public method

public SetInterpolationVelocity ( BulletBody pBody, Vector3 linearVel, Vector3 angularVel ) : void
pBody BulletBody
linearVel Vector3
angularVel Vector3
return void

SetInvInertiaDiagLocal() public method

public SetInvInertiaDiagLocal ( BulletBody pBody, Vector3 inert ) : void
pBody BulletBody
inert Vector3
return void

SetLinearDamping() public method

public SetLinearDamping ( BulletBody pBody, float lin_damping ) : void
pBody BulletBody
lin_damping float
return void

SetLinearFactor() public method

public SetLinearFactor ( BulletBody pBody, Vector3 factor ) : void
pBody BulletBody
factor Vector3
return void

SetLinearLimits() public method

public SetLinearLimits ( BulletConstraint pConstraint, Vector3 low, Vector3 high ) : bool
pConstraint BulletConstraint
low Vector3
high Vector3
return bool

SetLinearVelocity() public method

public SetLinearVelocity ( BulletBody pBody, Vector3 _velocity ) : void
pBody BulletBody
_velocity Vector3
return void

SetLocalScaling() public method

public SetLocalScaling ( BulletShape pShape, Vector3 pScale ) : void
pShape BulletShape
pScale Vector3
return void

SetMargin() public method

public SetMargin ( BulletShape pShape, float pMargin ) : void
pShape BulletShape
pMargin float
return void

SetMassProps() public method

public SetMassProps ( BulletBody pBody, float pphysMass, Vector3 plocalInertia ) : void
pBody BulletBody
pphysMass float
plocalInertia Vector3
return void

SetObjectForce() public method

public SetObjectForce ( BulletBody pBody, Vector3 _force ) : void
pBody BulletBody
_force Vector3
return void

SetRestitution() public method

public SetRestitution ( BulletBody pCollisionObject, float pRestitution ) : void
pCollisionObject BulletBody
pRestitution float
return void

SetShapeCollisionMargin() public method

public SetShapeCollisionMargin ( BulletShape pShape, float pMargin ) : void
pShape BulletShape
pMargin float
return void

SetSleepingThresholds() public method

public SetSleepingThresholds ( BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold ) : void
pBody BulletBody
plinearSleepingThreshold float
pangularSleepingThreshold float
return void

SetTranslation() public method

public SetTranslation ( BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation ) : void
pCollisionObject BulletBody
_position Vector3
_orientation Quaternion
return void

SetUserPointer() public method

public SetUserPointer ( BulletBody pCollisionObject, IntPtr val ) : void
pCollisionObject BulletBody
val IntPtr
return void

Shutdown() public method

public Shutdown ( BulletWorld pWorld ) : void
pWorld BulletWorld
return void

SliderMotor() public method

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

SliderMotorEnable() public method

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

SliderSet() public method

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

SliderSetLimits() public method

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

SpringEnable() public method

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

SpringSetDamping() public method

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

SpringSetEquilibriumPoint() public method

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

SpringSetStiffness() public method

public SpringSetStiffness ( BulletConstraint pConstraint, int index, float stiffness ) : bool
pConstraint BulletConstraint
index int
stiffness float
return bool

Translate() public method

public Translate ( BulletBody pCollisionObject, Vector3 trans ) : void
pCollisionObject BulletBody
trans Vector3
return void

TranslationalLimitMotor() public method

public TranslationalLimitMotor ( BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce ) : bool
pConstraint BulletConstraint
ponOff float
targetVelocity float
maxMotorForce float
return bool

UpdateAabbs() public method

public UpdateAabbs ( BulletWorld pWorld ) : void
pWorld BulletWorld
return void

UpdateChildTransform() public method

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

UpdateDeactivation() public method

public UpdateDeactivation ( BulletBody pBody, float timeStep ) : void
pBody BulletBody
timeStep float
return void

UpdateInertiaTensor() public method

public UpdateInertiaTensor ( BulletBody pBody ) : void
pBody BulletBody
return void

UpdateParameter() public method

public UpdateParameter ( BulletWorld world, uint localID, String parm, float value ) : bool
world BulletWorld
localID uint
parm String
value float
return bool

UpdateSingleAabb() public method

public UpdateSingleAabb ( BulletWorld pWorld, BulletBody pCollisionObject ) : void
pWorld BulletWorld
pCollisionObject BulletBody
return void

UseFrameOffset() public method

public UseFrameOffset ( BulletConstraint pConstraint, float onOff ) : bool
pConstraint BulletConstraint
onOff float
return bool

WantsSleeping() public method

public WantsSleeping ( BulletBody pBody ) : bool
pBody BulletBody
return bool