Property | Type | Description | |
---|---|---|---|
ApplyGravity | void | ||
ClampInRange | float | ||
ComputeAngularTurning | void | ||
ComputeFrictionFactor | System.Vector3 | ||
ComputeLinearDeflection | void | ||
GetTerrainHeight | float | ||
GetWaterLevel | float | ||
LimitRotation | void | ||
MoveAngular | void | ||
MoveLinear | void | ||
PostStep | void | ||
PreUpdateProperty | void | ||
ProcessFloatVehicleParam | void | ||
ProcessRotationVehicleParam | void | ||
ProcessVectorVehicleParam | void | ||
ProcessVehicleFlags | void | ||
ProjectVector | System.Vector3 | ||
RegisterForSceneEvents | void | ||
SetPhysicalParameters | void | ||
SortedClampInRange | float | ||
Step | void | ||
UnregisterForSceneEvents | void | ||
VDetailLog | void | ||
VehicleAddAngularForce | void | ||
VehicleAddForce | void | ||
VehicleAddForceImpulse | void | ||
VehicleAddRotationalImpulse | void |
Method | Description | |
---|---|---|
BSDynamics ( |
||
ComputeAngularBanking ( ) : void | ||
ComputeAngularDeflection ( ) : void | ||
ComputeAngularVerticalAttraction ( ) : void | ||
ComputeLinearBlockingEndPoint ( float pTimestep ) : bool | ||
ComputeLinearHover ( float pTimestep ) : void | ||
ComputeLinearMotorUp ( float pTimestep ) : void | ||
ComputeLinearTerrainHeightCorrection ( float pTimestep ) : void | ||
ComputeLinearVelocity ( float pTimestep ) : void | ||
Dispose ( ) : void | ||
ForgetKnownVehicleProperties ( ) : void | ||
ProcessTypeChange ( Vehicle pType ) : void | ||
PushKnownChanged ( ) : void | ||
Refresh ( ) : void | ||
RemoveBodyDependencies ( ) : void |
Method | Description | |
---|---|---|
ApplyGravity ( float pTimeStep ) : void | ||
ClampInRange ( float low, float val, float high ) : float | ||
ComputeAngularTurning ( float pTimestep ) : void | ||
ComputeFrictionFactor ( System.Vector3 friction, float pTimestep ) : System.Vector3 | ||
ComputeLinearDeflection ( float pTimestep ) : void | ||
GetTerrainHeight ( System.Vector3 pos ) : float | ||
GetWaterLevel ( System.Vector3 pos ) : float | ||
LimitRotation ( float timestep ) : void | ||
MoveAngular ( float pTimestep ) : void | ||
MoveLinear ( float pTimestep ) : void | ||
PostStep ( float pTimestep ) : void | ||
PreUpdateProperty ( |
||
ProcessFloatVehicleParam ( Vehicle pParam, float pValue ) : void | ||
ProcessRotationVehicleParam ( Vehicle pParam, Quaternion pValue ) : void | ||
ProcessVectorVehicleParam ( Vehicle pParam, System.Vector3 pValue ) : void | ||
ProcessVehicleFlags ( int pParam, bool remove ) : void | ||
ProjectVector ( System.Vector3 vector, System.Vector3 onNormal ) : System.Vector3 | ||
RegisterForSceneEvents ( ) : void | ||
SetPhysicalParameters ( ) : void | ||
SortedClampInRange ( float clampa, float val, float clampb ) : float | ||
Step ( float pTimestep ) : void | ||
UnregisterForSceneEvents ( ) : void | ||
VDetailLog ( string msg ) : void | ||
VehicleAddAngularForce ( System.Vector3 aForce ) : void | ||
VehicleAddForce ( System.Vector3 pForce ) : void | ||
VehicleAddForceImpulse ( System.Vector3 pImpulse ) : void | ||
VehicleAddRotationalImpulse ( System.Vector3 pImpulse ) : void |
public BSDynamics ( |
||
myScene | ||
myPrim | ||
actorName | string | |
return | System |
public ComputeAngularVerticalAttraction ( ) : void | ||
return | void |
public ComputeLinearBlockingEndPoint ( float pTimestep ) : bool | ||
pTimestep | float | |
return | bool |
public ComputeLinearHover ( float pTimestep ) : void | ||
pTimestep | float | |
return | void |
public ComputeLinearMotorUp ( float pTimestep ) : void | ||
pTimestep | float | |
return | void |
public ComputeLinearTerrainHeightCorrection ( float pTimestep ) : void | ||
pTimestep | float | |
return | void |
public ComputeLinearVelocity ( float pTimestep ) : void | ||
pTimestep | float | |
return | void |
public ForgetKnownVehicleProperties ( ) : void | ||
return | void |
public ProcessTypeChange ( Vehicle pType ) : void | ||
pType | Vehicle | |
return | void |