C# Class Universe.Physics.BulletSPlugin.BSAPIUnman

Inheritance: BSAPITemplate
Afficher le fichier Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Private Properties

Свойство Type Description
BulletLogger void
BulletLoggerPhysLog void

Méthodes publiques

Méthode 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

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

Method Details

Activate() public méthode

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

AddChildShapeToCompoundShape() public méthode

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

AddConstraintRef() public méthode

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

AddConstraintToWorld() public méthode

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

AddObjectToWorld() public méthode

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

AddToCollisionFlags() public méthode

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

ApplyCentralForce() public méthode

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

ApplyCentralImpulse() public méthode

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

ApplyDamping() public méthode

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

ApplyForce() public méthode

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

ApplyGravity() public méthode

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

ApplyImpulse() public méthode

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

ApplyTorque() public méthode

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

ApplyTorqueImpulse() public méthode

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

BSAPIUnman() public méthode

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

BuildCapsuleShape() public méthode

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

BuildConvexHullShapeFromMesh() public méthode

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

BuildHullShapeFromMesh() public méthode

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

BuildNativeShape() public méthode

public BuildNativeShape ( BulletWorld world, ShapeData shapeData ) : BulletShape
world BulletWorld
shapeData ShapeData
Résultat BulletShape

CalculateLocalInertia() public méthode

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

CalculateTransforms() public méthode

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

ClearAllForces() public méthode

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

ClearCollisionProxyCache() public méthode

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

ClearForces() public méthode

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

Create6DofConstraint() public méthode

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
Résultat BulletConstraint

Create6DofConstraintFixed() public méthode

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
Résultat BulletConstraint

Create6DofConstraintToPoint() public méthode

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
Résultat BulletConstraint

Create6DofSpringConstraint() public méthode

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
Résultat BulletConstraint

CreateBodyFromShape() public méthode

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
Résultat BulletBody

CreateBodyWithDefaultMotionState() public méthode

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

CreateCompoundShape() public méthode

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

CreateConeTwistConstraint() public méthode

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
Résultat BulletConstraint

CreateConvexHullShape() public méthode

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

CreateGImpactShape() public méthode

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

CreateGearConstraint() public méthode

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
Résultat BulletConstraint

CreateGhostFromShape() public méthode

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
Résultat BulletBody

CreateGroundPlaneShape() public méthode

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

CreateHingeConstraint() public méthode

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
Résultat BulletConstraint

CreateHullShape() public méthode

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

CreateMeshShape() public méthode

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

CreatePoint2PointConstraint() public méthode

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
Résultat BulletConstraint

CreateSliderConstraint() public méthode

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
Résultat BulletConstraint

CreateTerrainShape() public méthode

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
Résultat BulletShape

DeleteCollisionShape() public méthode

public DeleteCollisionShape ( BulletWorld world, BulletShape shape ) : bool
world BulletWorld
shape BulletShape
Résultat bool

DestroyConstraint() public méthode

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

DestroyObject() public méthode

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

DumpActivationInfo() public méthode

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

DumpAllInfo() public méthode

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

DumpCollisionShape() public méthode

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

DumpConstraint() public méthode

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

DumpPhysicsStatistics() public méthode

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

DumpRigidBody() public méthode

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

DuplicateCollisionShape() public méthode

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

ForceActivationState() public méthode

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

GetActivationState() public méthode

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

GetAngularDamping() public méthode

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

GetAngularFactor() public méthode

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

GetAngularMotionDisc() public méthode

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

GetAngularVelocity() public méthode

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

GetAnisotripicFriction() public méthode

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

GetBodyType() public méthode

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

GetCcdMotionThreshold() public méthode

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

GetCcdSweptSphereRadius() public méthode

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

GetChildShapeFromCompoundShapeIndex() public méthode

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

GetCollisionFlags() public méthode

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

GetCollisionShape() public méthode

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

GetConstraintRef() public méthode

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

GetContactBreakingThreshold() public méthode

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

GetContactProcessingThreshold() public méthode

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

GetDeactivationTime() public méthode

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

GetForceUpdateAllAabbs() public méthode

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

GetFriction() public méthode

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

GetGravity() public méthode

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

GetHitFraction() public méthode

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

GetInvInertiaDiagLocal() public méthode

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

GetLinearDamping() public méthode

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

GetLinearFactor() public méthode

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

GetLinearSleepingThreshold() public méthode

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

GetLinearVelocity() public méthode

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

GetLocalScaling() public méthode

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

GetMargin() public méthode

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

GetNumConstraintRefs() public méthode

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

GetNumberOfCompoundChildren() public méthode

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

GetOrientation() public méthode

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

GetPosition() public méthode

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

GetRestitution() public méthode

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

GetShapeType() public méthode

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

GetTotalForce() public méthode

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

GetTotalTorque() public méthode

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

GetUserPointer() public méthode

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

GetVelocityInLocalPoint() public méthode

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

HasAnisotripicFriction() public méthode

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

HasContactResponse() public méthode

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

HingeSetLimits() public méthode

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
Résultat bool

Initialize() public méthode

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
Résultat BulletWorld

IsActive() public méthode

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

IsCompound() public méthode

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

IsConcave() public méthode

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

IsConvex() public méthode

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

IsConvex2d() public méthode

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

IsInWorld() public méthode

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

IsInfinite() public méthode

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

IsKinematicObject() public méthode

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

IsNativeShape() public méthode

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

IsNonMoving() public méthode

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

IsPolyhedral() public méthode

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

IsSoftBody() public méthode

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

IsStaticObject() public méthode

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

IsStaticOrKinematicObject() public méthode

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

PhysicsStep() public méthode

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
Résultat int

PushUpdate() public méthode

public PushUpdate ( BulletBody obj ) : bool
obj BulletBody
Résultat bool

RecalculateCompoundShapeLocalAabb() public méthode

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

RemoveChildShapeFromCompoundShape() public méthode

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

RemoveChildShapeFromCompoundShapeIndex() public méthode

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

RemoveConstraintFromWorld() public méthode

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

RemoveConstraintRef() public méthode

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

RemoveFromCollisionFlags() public méthode

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

RemoveObjectFromWorld() public méthode

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

ResetBroadphasePool() public méthode

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

ResetConstraintSolver() public méthode

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

SetActivationState() public méthode

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

SetAngularDamping() public méthode

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

SetAngularFactor() public méthode

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

SetAngularFactorV() public méthode

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

SetAngularLimits() public méthode

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

SetAngularVelocity() public méthode

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

SetAnisotripicFriction() public méthode

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

SetBreakingImpulseThreshold() public méthode

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

SetCcdMotionThreshold() public méthode

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

SetCcdSweptSphereRadius() public méthode

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

SetCenterOfMassByPosRot() public méthode

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

SetCollisionFlags() public méthode

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

SetCollisionGroupMask() public méthode

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

SetCollisionShape() public méthode

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

SetConstraintEnable() public méthode

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

SetConstraintNumSolverIterations() public méthode

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

SetConstraintParam() public méthode

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

SetContactProcessingThreshold() public méthode

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

SetDamping() public méthode

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

SetDeactivationTime() public méthode

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

SetForceUpdateAllAabbs() public méthode

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

SetFrames() public méthode

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
Résultat bool

SetFriction() public méthode

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

SetGravity() public méthode

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

SetHitFraction() public méthode

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

SetInterpolationAngularVelocity() public méthode

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

SetInterpolationLinearVelocity() public méthode

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

SetInterpolationVelocity() public méthode

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

SetInvInertiaDiagLocal() public méthode

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

SetLinearDamping() public méthode

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

SetLinearFactor() public méthode

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

SetLinearLimits() public méthode

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

SetLinearVelocity() public méthode

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

SetLocalScaling() public méthode

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

SetMargin() public méthode

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

SetMassProps() public méthode

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

SetObjectForce() public méthode

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

SetRestitution() public méthode

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

SetShapeCollisionMargin() public méthode

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

SetSleepingThresholds() public méthode

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

SetTranslation() public méthode

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

SetUserPointer() public méthode

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

Shutdown() public méthode

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

SliderMotor() public méthode

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

SliderMotorEnable() public méthode

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

SliderSet() public méthode

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

SliderSetLimits() public méthode

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

SpringEnable() public méthode

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

SpringSetDamping() public méthode

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

SpringSetEquilibriumPoint() public méthode

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

SpringSetStiffness() public méthode

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

Translate() public méthode

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

TranslationalLimitMotor() public méthode

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

UpdateAabbs() public méthode

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

UpdateChildTransform() public méthode

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
Résultat void

UpdateDeactivation() public méthode

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

UpdateInertiaTensor() public méthode

public UpdateInertiaTensor ( BulletBody obj ) : void
obj BulletBody
Résultat void

UpdateParameter() public méthode

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

UpdateSingleAabb() public méthode

public UpdateSingleAabb ( BulletWorld world, BulletBody obj ) : void
world BulletWorld
obj BulletBody
Résultat void

UseFrameOffset() public méthode

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

WantsSleeping() public méthode

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