C# Class Universe.Physics.BulletSPlugin.BSAPIXNA

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

Private Properties

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

Méthodes publiques

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

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

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

Private Methods

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

Method Details

Activate() public méthode

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

AddChildShapeToCompoundShape() public méthode

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

AddConstraintRef() public méthode

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

AddConstraintToWorld() public méthode

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

AddObjectToWorld() public méthode

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

AddToCollisionFlags() public méthode

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

ApplyCentralForce() public méthode

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

ApplyCentralImpulse() public méthode

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

ApplyDamping() public méthode

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

ApplyForce() public méthode

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

ApplyGravity() public méthode

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

ApplyImpulse() public méthode

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

ApplyTorque() public méthode

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

ApplyTorqueImpulse() public méthode

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

BSAPIXNA() public méthode

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

BSShapeTypeFromBroadPhaseNativeType() public méthode

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

BuildCapsuleShape() public méthode

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

CalculateLocalInertia() public méthode

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

CalculateTransforms() public méthode

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

ClearAllForces() public méthode

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

ClearCollisionProxyCache() public méthode

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

ClearForces() public méthode

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

Create6DofConstraint() public méthode

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

Create6DofConstraintFixed() public méthode

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

Create6DofConstraintToPoint() public méthode

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

Create6DofSpringConstraint() public méthode

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

CreateBodyFromShape() public méthode

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

CreateBodyWithDefaultMotionState() public méthode

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

CreateCompoundShape() public méthode

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

CreateConeTwistConstraint() public méthode

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

CreateConvexHullShape() public méthode

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

CreateGImpactShape() public méthode

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

CreateGearConstraint() public méthode

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

CreateGhostFromShape() public méthode

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

CreateGroundPlaneShape() public méthode

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

CreateHingeConstraint() public méthode

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

CreateHullShape() public méthode

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

CreateMeshShape() public méthode

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

CreatePoint2PointConstraint() public méthode

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

CreateSliderConstraint() public méthode

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

DestroyConstraint() public méthode

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

DestroyObject() public méthode

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

DumpRaw() public static méthode

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

DumpRaw() public static méthode

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

DuplicateCollisionShape() public méthode

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

ForceActivationState() public méthode

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

GetActivationState() public méthode

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

GetAngularDamping() public méthode

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

GetAngularFactor() public méthode

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

GetAngularMotionDisc() public méthode

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

GetAngularVelocity() public méthode

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

GetAnisotripicFriction() public méthode

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

GetBodyType() public méthode

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

GetCcdMotionThreshold() public méthode

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

GetCcdSweptSphereRadius() public méthode

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

GetChildShapeFromCompoundShapeIndex() public méthode

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

GetCollisionFlags() public méthode

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

GetCollisionShape() public méthode

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

GetConstraintRef() public méthode

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

GetContactBreakingThreshold() public méthode

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

GetContactProcessingThreshold() public méthode

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

GetDeactivationTime() public méthode

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

GetForceUpdateAllAabbs() public méthode

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

GetFriction() public méthode

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

GetGravity() public méthode

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

GetHitFraction() public méthode

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

GetInvInertiaDiagLocal() public méthode

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

GetLinearDamping() public méthode

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

GetLinearFactor() public méthode

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

GetLinearSleepingThreshold() public méthode

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

GetLinearVelocity() public méthode

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

GetLocalScaling() public méthode

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

GetMargin() public méthode

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

GetNumConstraintRefs() public méthode

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

GetNumberOfCompoundChildren() public méthode

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

GetOrientation() public méthode

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

GetPosition() public méthode

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

GetRestitution() public méthode

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

GetShapeType() public méthode

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

GetTotalForce() public méthode

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

GetTotalTorque() public méthode

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

GetUserPointer() public méthode

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

GetVelocityInLocalPoint() public méthode

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

HasAnisotripicFriction() public méthode

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

HasContactResponse() public méthode

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

HingeSetLimits() public méthode

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

Initialize() public méthode

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

IsActive() public méthode

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

IsCompound() public méthode

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

IsConcave() public méthode

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

IsConvex() public méthode

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

IsConvex2d() public méthode

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

IsInWorld() public méthode

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

IsInfinite() public méthode

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

IsKinematicObject() public méthode

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

IsNativeShape() public méthode

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

IsNonMoving() public méthode

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

IsPolyhedral() public méthode

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

IsSoftBody() public méthode

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

IsStaticObject() public méthode

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

IsStaticOrKinematicObject() public méthode

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

RayCastGround() public méthode

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

RecalculateCompoundShapeLocalAabb() public méthode

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

RecordGhostCollisions() public méthode

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

RemoveChildShapeFromCompoundShape() public méthode

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

RemoveChildShapeFromCompoundShapeIndex() public méthode

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

RemoveConstraintFromWorld() public méthode

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

RemoveConstraintRef() public méthode

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

RemoveFromCollisionFlags() public méthode

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

RemoveObjectFromWorld() public méthode

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

SetActivationState() public méthode

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

SetAngularDamping() public méthode

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

SetAngularFactor() public méthode

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

SetAngularFactorV() public méthode

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

SetAngularLimits() public méthode

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

SetAngularVelocity() public méthode

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

SetAnisotripicFriction() public méthode

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

SetBreakingImpulseThreshold() public méthode

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

SetCcdMotionThreshold() public méthode

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

SetCcdSweptSphereRadius() public méthode

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

SetCenterOfMassByPosRot() public méthode

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

SetCollisionFlags() public méthode

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

SetCollisionGroupMask() public méthode

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

SetCollisionShape() public méthode

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

SetConstraintEnable() public méthode

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

SetConstraintNumSolverIterations() public méthode

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

SetConstraintParam() public méthode

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

SetContactProcessingThreshold() public méthode

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

SetDamping() public méthode

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

SetDeactivationTime() public méthode

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

SetForceUpdateAllAabbs() public méthode

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

SetFrames() public méthode

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

SetFriction() public méthode

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

SetGravity() public méthode

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

SetHitFraction() public méthode

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

SetInterpolationAngularVelocity() public méthode

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

SetInterpolationLinearVelocity() public méthode

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

SetInterpolationVelocity() public méthode

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

SetInvInertiaDiagLocal() public méthode

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

SetLinearDamping() public méthode

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

SetLinearFactor() public méthode

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

SetLinearLimits() public méthode

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

SetLinearVelocity() public méthode

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

SetLocalScaling() public méthode

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

SetMargin() public méthode

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

SetMassProps() public méthode

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

SetObjectForce() public méthode

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

SetRestitution() public méthode

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

SetShapeCollisionMargin() public méthode

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

SetSleepingThresholds() public méthode

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

SetTranslation() public méthode

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

SetUserPointer() public méthode

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

Shutdown() public méthode

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

SliderMotor() public méthode

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

SliderMotorEnable() public méthode

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

SliderSet() public méthode

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

SliderSetLimits() public méthode

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

SpringEnable() public méthode

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

SpringSetDamping() public méthode

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

SpringSetEquilibriumPoint() public méthode

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

SpringSetStiffness() public méthode

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

Translate() public méthode

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

TranslationalLimitMotor() public méthode

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

UpdateAabbs() public méthode

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

UpdateChildTransform() public méthode

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

UpdateDeactivation() public méthode

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

UpdateInertiaTensor() public méthode

public UpdateInertiaTensor ( BulletBody pBody ) : void
pBody 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 pWorld, BulletBody pCollisionObject ) : void
pWorld BulletWorld
pCollisionObject BulletBody
Résultat void

UseFrameOffset() public méthode

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

WantsSleeping() public méthode

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