C# Class Universe.Physics.BulletSPlugin.BSAPIUnman

Inheritance: BSAPITemplate
Mostrar archivo Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Private Properties

Property Type Description
BulletLogger void
BulletLoggerPhysLog void

Public Methods

Method Description
Activate ( BulletBody obj, bool forceActivation ) : void
AddChildShapeToCompoundShape ( BulletShape shape, 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
BSAPIUnman ( string paramName, BSScene physScene ) : System
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 world, BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateBodyWithDefaultMotionState ( BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateCompoundShape ( BulletWorld world, bool enableDynamicAabbTree ) : BulletShape
CreateConeTwistConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, 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 world, BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateGroundPlaneShape ( uint 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 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateTerrainShape ( uint 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 world, BulletBody obj ) : void
DumpActivationInfo ( BulletWorld world ) : void
DumpAllInfo ( BulletWorld world ) : void
DumpCollisionShape ( BulletWorld world, BulletShape collisionShape ) : void
DumpConstraint ( BulletWorld world, BulletConstraint constrain ) : void
DumpPhysicsStatistics ( BulletWorld world ) : void
DumpRigidBody ( BulletWorld world, BulletBody collisionObject ) : void
DuplicateCollisionShape ( BulletWorld world, BulletShape srcShape, uint 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 shape, 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 shape ) : 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 shape ) : void
RemoveChildShapeFromCompoundShape ( BulletShape shape, BulletShape removeShape ) : void
RemoveChildShapeFromCompoundShapeIndex ( BulletShape shape, 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 world ) : void
ResetConstraintSolver ( BulletWorld world ) : 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, uint filter, uint mask ) : bool
SetCollisionShape ( BulletWorld world, 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 vel ) : 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 world ) : 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, uint localID, String parm, float value ) : bool
UpdateSingleAabb ( BulletWorld world, BulletBody obj ) : void
UseFrameOffset ( BulletConstraint constrain, float enable ) : bool
WantsSleeping ( BulletBody obj ) : bool

Private Methods

Method Description
BulletLogger ( string msg ) : void
BulletLoggerPhysLog ( string msg ) : void

Method Details

Activate() public method

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

AddChildShapeToCompoundShape() public method

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

AddConstraintRef() public method

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

AddConstraintToWorld() public method

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

AddObjectToWorld() public method

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

AddToCollisionFlags() public method

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

ApplyCentralForce() public method

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

ApplyCentralImpulse() public method

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

ApplyDamping() public method

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

ApplyForce() public method

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

ApplyGravity() public method

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

ApplyImpulse() public method

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

ApplyTorque() public method

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

ApplyTorqueImpulse() public method

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

BSAPIUnman() public method

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

BuildCapsuleShape() public method

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

CalculateLocalInertia() public method

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

CalculateTransforms() public method

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

ClearAllForces() public method

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

ClearCollisionProxyCache() public method

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

ClearForces() public method

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

Create6DofConstraint() public method

public 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 method

public 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 method

public 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 method

public 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 method

public CreateBodyFromShape ( BulletWorld world, BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
world BulletWorld
shape BulletShape
id uint
pos System.Vector3
rot Quaternion
return BulletBody

CreateBodyWithDefaultMotionState() public method

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

CreateCompoundShape() public method

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

CreateConeTwistConstraint() public method

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

CreateConvexHullShape() public method

public 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 method

public 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 method

public 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 method

public CreateGhostFromShape ( BulletWorld world, BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
world BulletWorld
shape BulletShape
id uint
pos System.Vector3
rot Quaternion
return BulletBody

CreateGroundPlaneShape() public method

public CreateGroundPlaneShape ( uint id, float height, float collisionMargin ) : BulletShape
id uint
height float
collisionMargin float
return BulletShape

CreateHingeConstraint() public method

public 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 method

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

CreateMeshShape() public method

public 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 method

public 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 method

public CreateSliderConstraint ( 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

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 world, BulletShape shape ) : bool
world BulletWorld
shape BulletShape
return bool

DestroyConstraint() public method

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

DestroyObject() public method

public DestroyObject ( BulletWorld world, BulletBody obj ) : void
world BulletWorld
obj BulletBody
return void

DumpActivationInfo() public method

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

DumpAllInfo() public method

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

DumpCollisionShape() public method

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

DumpConstraint() public method

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

DumpPhysicsStatistics() public method

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

DumpRigidBody() public method

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

DuplicateCollisionShape() public method

public DuplicateCollisionShape ( BulletWorld world, BulletShape srcShape, uint id ) : BulletShape
world BulletWorld
srcShape BulletShape
id uint
return BulletShape

ForceActivationState() public method

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

GetActivationState() public method

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

GetAngularDamping() public method

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

GetAngularFactor() public method

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

GetAngularMotionDisc() public method

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

GetAngularVelocity() public method

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

GetAnisotripicFriction() public method

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

GetBodyType() public method

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

GetCcdMotionThreshold() public method

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

GetCcdSweptSphereRadius() public method

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

GetChildShapeFromCompoundShapeIndex() public method

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

GetCollisionFlags() public method

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

GetCollisionShape() public method

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

GetConstraintRef() public method

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

GetContactBreakingThreshold() public method

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

GetContactProcessingThreshold() public method

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

GetDeactivationTime() public method

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

GetForceUpdateAllAabbs() public method

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

GetFriction() public method

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

GetGravity() public method

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

GetHitFraction() public method

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

GetInvInertiaDiagLocal() public method

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

GetLinearDamping() public method

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

GetLinearFactor() public method

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

GetLinearSleepingThreshold() public method

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

GetLinearVelocity() public method

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

GetLocalScaling() public method

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

GetMargin() public method

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

GetNumConstraintRefs() public method

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

GetNumberOfCompoundChildren() public method

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

GetOrientation() public method

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

GetPosition() public method

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

GetRestitution() public method

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

GetShapeType() public method

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

GetTotalForce() public method

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

GetTotalTorque() public method

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

GetUserPointer() public method

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

GetVelocityInLocalPoint() public method

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

HasAnisotripicFriction() public method

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

HasContactResponse() public method

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

HingeSetLimits() public method

public 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 method

public 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 method

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

IsCompound() public method

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

IsConcave() public method

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

IsConvex() public method

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

IsConvex2d() public method

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

IsInWorld() public method

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

IsInfinite() public method

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

IsKinematicObject() public method

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

IsNativeShape() public method

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

IsNonMoving() public method

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

IsPolyhedral() public method

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

IsSoftBody() public method

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

IsStaticObject() public method

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

IsStaticOrKinematicObject() public method

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

RecalculateCompoundShapeLocalAabb() public method

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

RemoveChildShapeFromCompoundShape() public method

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

RemoveChildShapeFromCompoundShapeIndex() public method

public RemoveChildShapeFromCompoundShapeIndex ( BulletShape shape, int indx ) : BulletShape
shape BulletShape
indx int
return BulletShape

RemoveConstraintFromWorld() public method

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

RemoveConstraintRef() public method

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

RemoveFromCollisionFlags() public method

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

RemoveObjectFromWorld() public method

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

ResetBroadphasePool() public method

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

ResetConstraintSolver() public method

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

SetActivationState() public method

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

SetAngularDamping() public method

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

SetAngularFactor() public method

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

SetAngularFactorV() public method

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

SetAngularLimits() public method

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

SetAngularVelocity() public method

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

SetAnisotripicFriction() public method

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

SetBreakingImpulseThreshold() public method

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

SetCcdMotionThreshold() public method

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

SetCcdSweptSphereRadius() public method

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

SetCenterOfMassByPosRot() public method

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

SetCollisionFlags() public method

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

SetCollisionGroupMask() public method

public SetCollisionGroupMask ( BulletBody body, uint filter, uint mask ) : bool
body BulletBody
filter uint
mask uint
return bool

SetCollisionShape() public method

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

SetConstraintEnable() public method

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

SetConstraintNumSolverIterations() public method

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

SetConstraintParam() public method

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

SetContactProcessingThreshold() public method

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

SetDamping() public method

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

SetDeactivationTime() public method

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

SetForceUpdateAllAabbs() public method

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

SetFrames() public method

public 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 method

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

SetGravity() public method

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

SetHitFraction() public method

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

SetInterpolationAngularVelocity() public method

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

SetInterpolationLinearVelocity() public method

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

SetInterpolationVelocity() public method

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

SetInvInertiaDiagLocal() public method

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

SetLinearDamping() public method

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

SetLinearFactor() public method

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

SetLinearLimits() public method

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

SetLinearVelocity() public method

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

SetLocalScaling() public method

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

SetMargin() public method

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

SetMassProps() public method

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

SetObjectForce() public method

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

SetRestitution() public method

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

SetShapeCollisionMargin() public method

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

SetSleepingThresholds() public method

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

SetTranslation() public method

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

SetUserPointer() public method

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

Shutdown() public method

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

SliderMotor() public method

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

SliderMotorEnable() public method

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

SliderSet() public method

public 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 method

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

SpringEnable() public method

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

SpringSetDamping() public method

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

SpringSetEquilibriumPoint() public method

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

SpringSetStiffness() public method

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

Translate() public method

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

TranslationalLimitMotor() public method

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

UpdateAabbs() public method

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

UpdateChildTransform() public method

public 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 method

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

UpdateInertiaTensor() public method

public UpdateInertiaTensor ( BulletBody obj ) : void
obj 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 world, BulletBody obj ) : void
world BulletWorld
obj BulletBody
return void

UseFrameOffset() public method

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

WantsSleeping() public method

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