Property | Type | Description | |
---|---|---|---|
GetDebugProperties | EntityProperties | ||
Initialize2 | DiscreteDynamicsWorld | ||
PhysicsStep2 | int | ||
PhysicsStepint | int | ||
RecordCollision | void |
Method | Description | |
---|---|---|
Activate ( |
||
AddChildShapeToCompoundShape ( |
||
AddConstraintRef ( |
||
AddConstraintToWorld ( |
||
AddObjectToWorld ( |
||
AddToCollisionFlags ( |
||
ApplyCentralForce ( |
||
ApplyCentralImpulse ( |
||
ApplyDamping ( |
||
ApplyForce ( |
||
ApplyGravity ( |
||
ApplyImpulse ( |
||
ApplyTorque ( |
||
ApplyTorqueImpulse ( |
||
BSAPIXNA ( string paramName, |
||
BSShapeTypeFromBroadPhaseNativeType ( BroadphaseNativeTypes pin ) : BSPhysicsShapeType | ||
BuildCapsuleShape ( |
||
BuildConvexHullShapeFromMesh ( |
||
BuildHullShapeFromMesh ( |
||
BuildNativeShape ( |
||
CalculateLocalInertia ( |
||
CalculateTransforms ( |
||
ClearAllForces ( |
||
ClearCollisionProxyCache ( |
||
ClearForces ( |
||
Create6DofConstraint ( |
||
Create6DofConstraintFixed ( |
||
Create6DofConstraintToPoint ( |
|
|
Create6DofSpringConstraint ( |
||
CreateBodyFromShape ( |
||
CreateBodyWithDefaultMotionState ( |
||
CreateCompoundShape ( |
||
CreateConeTwistConstraint ( |
||
CreateConvexHullShape ( |
||
CreateGImpactShape ( |
||
CreateGearConstraint ( |
||
CreateGhostFromShape ( |
||
CreateGroundPlaneShape ( uint pLocalId, float pheight, float pcollisionMargin ) : |
||
CreateHingeConstraint ( |
||
CreateHullShape ( |
||
CreateMeshShape ( |
||
CreatePoint2PointConstraint ( |
||
CreateSliderConstraint ( |
||
CreateTerrainShape ( uint id, System.Vector3 size, float minHeight, float maxHeight, float heightMap, float scaleFactor, float collisionMargin ) : |
||
DeleteCollisionShape ( |
||
DestroyConstraint ( |
||
DestroyObject ( |
||
DumpRaw ( ObjectArray |
||
DumpRaw ( int indices, float vertices, int pIndicesCount, int pVerticesCount ) : void | ||
DuplicateCollisionShape ( |
||
ForceActivationState ( |
||
GetActivationState ( |
||
GetAngularDamping ( |
||
GetAngularFactor ( |
||
GetAngularMotionDisc ( |
||
GetAngularVelocity ( |
||
GetAnisotripicFriction ( |
||
GetBodyType ( |
||
GetCcdMotionThreshold ( |
||
GetCcdSweptSphereRadius ( |
||
GetChildShapeFromCompoundShapeIndex ( |
||
GetCollisionFlags ( |
||
GetCollisionShape ( |
||
GetConstraintRef ( |
||
GetContactBreakingThreshold ( |
||
GetContactProcessingThreshold ( |
||
GetDeactivationTime ( |
||
GetForceUpdateAllAabbs ( |
||
GetFriction ( |
||
GetGravity ( |
||
GetHitFraction ( |
||
GetInvInertiaDiagLocal ( |
||
GetLinearDamping ( |
||
GetLinearFactor ( |
||
GetLinearSleepingThreshold ( |
||
GetLinearVelocity ( |
||
GetLocalScaling ( |
||
GetMargin ( |
||
GetNumConstraintRefs ( |
||
GetNumberOfCompoundChildren ( |
||
GetOrientation ( |
||
GetPosition ( |
||
GetRestitution ( |
||
GetShapeType ( |
||
GetTotalForce ( |
||
GetTotalTorque ( |
||
GetUserPointer ( |
||
GetVelocityInLocalPoint ( |
||
HasAnisotripicFriction ( |
||
HasContactResponse ( |
||
HingeSetLimits ( |
||
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 |
Method | Description | |
---|---|---|
GetDebugProperties ( |
||
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 |
public Activate ( |
||
pCollisionObject | ||
pforceactivation | bool | |
return | void |
public AddChildShapeToCompoundShape ( |
||
pCShape | ||
paddShape | ||
displacementPos | System.Vector3 | |
displacementRot | Quaternion | |
return | void |
public AddConstraintRef ( |
||
pBody | ||
pConstraint | ||
return | void |
public AddConstraintToWorld ( |
||
pWorld | ||
pConstraint | ||
pDisableCollisionsBetweenLinkedObjects | bool | |
return | bool |
public AddObjectToWorld ( |
||
pWorld | ||
pBody | ||
return | bool |
public AddToCollisionFlags ( |
||
pCollisionObject | ||
pcollisionFlags | CollisionFlags | |
return | CollisionFlags |
public ApplyCentralForce ( |
||
pBody | ||
pfSum | System.Vector3 | |
return | void |
public ApplyCentralImpulse ( |
||
pBody | ||
pfSum | System.Vector3 | |
return | void |
public ApplyDamping ( |
||
pBody | ||
timeStep | float | |
return | void |
public ApplyForce ( |
||
pBody | ||
force | System.Vector3 | |
pos | System.Vector3 | |
return | void |
public ApplyGravity ( |
||
pBody | ||
return | void |
public ApplyImpulse ( |
||
pBody | ||
imp | System.Vector3 | |
pos | System.Vector3 | |
return | void |
public ApplyTorque ( |
||
pBody | ||
pfSum | System.Vector3 | |
return | void |
public ApplyTorqueImpulse ( |
||
pBody | ||
pfSum | System.Vector3 | |
return | void |
public BSAPIXNA ( string paramName, |
||
paramName | string | |
physScene | ||
return | System |
public BSShapeTypeFromBroadPhaseNativeType ( BroadphaseNativeTypes pin ) : BSPhysicsShapeType | ||
pin | BroadphaseNativeTypes | |
return | BSPhysicsShapeType |
public BuildCapsuleShape ( |
||
pWorld | ||
pRadius | float | |
pHeight | float | |
pScale | System.Vector3 | |
return |
public BuildConvexHullShapeFromMesh ( |
||
world | ||
meshShape | ||
return |
public BuildHullShapeFromMesh ( |
||
world | ||
meshShape | ||
parms | ||
return |
public BuildNativeShape ( |
||
pWorld | ||
pShapeData | ShapeData | |
return |
public CalculateLocalInertia ( |
||
pShape | ||
pphysMass | float | |
return | System.Vector3 |
public CalculateTransforms ( |
||
pConstraint | ||
return | bool |
public ClearAllForces ( |
||
pCollisionObject | ||
return | void |
public ClearCollisionProxyCache ( |
||
pWorld | ||
pBody | ||
return | bool |
public ClearForces ( |
||
pBody | ||
return | void |
public Create6DofConstraint ( |
||
pWorld | ||
pBody1 | ||
pBody2 | ||
pframe1 | System.Vector3 | |
pframe1rot | Quaternion | |
pframe2 | System.Vector3 | |
pframe2rot | Quaternion | |
puseLinearReferenceFrameA | bool | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public Create6DofConstraintFixed ( |
||
pWorld | ||
pBody1 | ||
pframe1 | System.Vector3 | |
pframe1rot | Quaternion | |
pUseLinearReferenceFrameB | bool | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public Create6DofConstraintToPoint ( |
||
pWorld | ||
pBody1 | ||
pBody2 | ||
pjoinPoint | System.Vector3 | |
puseLinearReferenceFrameA | bool | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public Create6DofSpringConstraint ( |
||
pWorld | ||
pBody1 | ||
pBody2 | ||
pframe1 | System.Vector3 | |
pframe1rot | Quaternion | |
pframe2 | System.Vector3 | |
pframe2rot | Quaternion | |
puseLinearReferenceFrameA | bool | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public CreateBodyFromShape ( |
||
pWorld | ||
pShape | ||
pLocalID | uint | |
pRawPosition | System.Vector3 | |
pRawOrientation | Quaternion | |
return |
public CreateBodyWithDefaultMotionState ( |
||
pShape | ||
pLocalID | uint | |
pRawPosition | System.Vector3 | |
pRawOrientation | Quaternion | |
return |
public CreateCompoundShape ( |
||
pWorld | ||
enableDynamicAabbTree | bool | |
return |
public CreateConeTwistConstraint ( |
||
pWorld | ||
pBody1 | ||
pBody2 | ||
pframe1 | System.Vector3 | |
pframe1rot | Quaternion | |
pframe2 | System.Vector3 | |
pframe2rot | Quaternion | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public CreateConvexHullShape ( |
||
pWorld | ||
pIndicesCount | int | |
indices | int | |
pVerticesCount | int | |
verticesAsFloats | float | |
return |
public CreateGImpactShape ( |
||
pWorld | ||
pIndicesCount | int | |
indices | int | |
pVerticesCount | int | |
verticesAsFloats | float | |
return |
public CreateGearConstraint ( |
||
pWorld | ||
pBody1 | ||
pBody2 | ||
paxisInA | System.Vector3 | |
paxisInB | System.Vector3 | |
pratio | float | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public CreateGhostFromShape ( |
||
pWorld | ||
pShape | ||
pLocalID | uint | |
pRawPosition | System.Vector3 | |
pRawOrientation | Quaternion | |
return |
public CreateGroundPlaneShape ( uint pLocalId, float pheight, float pcollisionMargin ) : |
||
pLocalId | uint | |
pheight | float | |
pcollisionMargin | float | |
return |
public CreateHingeConstraint ( |
||
pWorld | ||
pBody1 | ||
pBody2 | ||
ppivotInA | System.Vector3 | |
ppivotInB | System.Vector3 | |
paxisInA | System.Vector3 | |
paxisInB | System.Vector3 | |
puseLinearReferenceFrameA | bool | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public CreateHullShape ( |
||
pWorld | ||
pHullCount | int | |
pConvHulls | float | |
return |
public CreateMeshShape ( |
||
pWorld | ||
pIndicesCount | int | |
indices | int | |
pVerticesCount | int | |
verticesAsFloats | float | |
return |
public CreatePoint2PointConstraint ( |
||
pWorld | ||
pBody1 | ||
pBody2 | ||
ppivotInA | System.Vector3 | |
ppivotInB | System.Vector3 | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public CreateSliderConstraint ( |
||
pWorld | ||
pBody1 | ||
pBody2 | ||
pframe1 | System.Vector3 | |
pframe1rot | Quaternion | |
pframe2 | System.Vector3 | |
pframe2rot | Quaternion | |
puseLinearReferenceFrameA | bool | |
pdisableCollisionsBetweenLinkedBodies | bool | |
return |
public CreateTerrainShape ( uint id, System.Vector3 size, float minHeight, float maxHeight, float heightMap, float scaleFactor, float collisionMargin ) : |
||
id | uint | |
size | System.Vector3 | |
minHeight | float | |
maxHeight | float | |
heightMap | float | |
scaleFactor | float | |
collisionMargin | float | |
return |
public DeleteCollisionShape ( |
||
pWorld | ||
pShape | ||
return | bool |
public DestroyConstraint ( |
||
pWorld | ||
pConstraint | ||
return | bool |
public DestroyObject ( |
||
pWorld | ||
pBody | ||
return | void |
public static DumpRaw ( ObjectArray |
||
indices | ObjectArray |
|
vertices | ObjectArray |
|
pIndicesCount | int | |
pVerticesCount | int | |
return | void |
public static DumpRaw ( int indices, float vertices, int pIndicesCount, int pVerticesCount ) : void | ||
indices | int | |
vertices | float | |
pIndicesCount | int | |
pVerticesCount | int | |
return | void |
public DuplicateCollisionShape ( |
||
pWorld | ||
pShape | ||
id | uint | |
return |
public ForceActivationState ( |
||
pCollisionObject | ||
pActivationState | ActivationState | |
return | void |
public GetActivationState ( |
||
pBody | ||
return | int |
public GetAngularDamping ( |
||
pBody | ||
return | float |
public GetAngularFactor ( |
||
pBody | ||
return | System.Vector3 |
public GetAngularMotionDisc ( |
||
pShape | ||
return | float |
public GetAngularVelocity ( |
||
pBody | ||
return | System.Vector3 |
public GetAnisotripicFriction ( |
||
pconstrain | ||
return | System.Vector3 |
public GetBodyType ( |
||
pCollisionObject | ||
return | CollisionObjectTypes |
public GetCcdMotionThreshold ( |
||
pCollisionObject | ||
return | float |
public GetCcdSweptSphereRadius ( |
||
pCollisionObject | ||
return | float |
public GetChildShapeFromCompoundShapeIndex ( |
||
cShape | ||
indx | int | |
return |
public GetCollisionFlags ( |
||
pCollisionObject | ||
return | CollisionFlags |
public GetCollisionShape ( |
||
pCollisionObject | ||
return |
public GetConstraintRef ( |
||
pBody | ||
index | int | |
return |
public GetContactBreakingThreshold ( |
||
pShape | ||
defaultFactor | float | |
return | float |
public GetContactProcessingThreshold ( |
||
pBody | ||
return | float |
public GetDeactivationTime ( |
||
pBody | ||
return | float |
public GetForceUpdateAllAabbs ( |
||
pWorld | ||
return | bool |
public GetFriction ( |
||
pBody | ||
return | float |
public GetGravity ( |
||
pBody | ||
return | System.Vector3 |
public GetHitFraction ( |
||
pBody | ||
return | float |
public GetInvInertiaDiagLocal ( |
||
pBody | ||
return | System.Vector3 |
public GetLinearDamping ( |
||
pBody | ||
return | float |
public GetLinearFactor ( |
||
pBody | ||
return | System.Vector3 |
public GetLinearSleepingThreshold ( |
||
pBody | ||
return | float |
public GetLinearVelocity ( |
||
pBody | ||
return | System.Vector3 |
public GetLocalScaling ( |
||
pShape | ||
return | System.Vector3 |
public GetMargin ( |
||
pShape | ||
return | float |
public GetNumConstraintRefs ( |
||
pBody | ||
return | int |
public GetNumberOfCompoundChildren ( |
||
pCompoundShape | ||
return | int |
public GetOrientation ( |
||
pCollisionObject | ||
return | Quaternion |
public GetPosition ( |
||
pCollisionObject | ||
return | System.Vector3 |
public GetRestitution ( |
||
pBody | ||
return | float |
public GetShapeType ( |
||
pShape | ||
return | int |
public GetTotalForce ( |
||
pBody | ||
return | System.Vector3 |
public GetTotalTorque ( |
||
pBody | ||
return | System.Vector3 |
public GetUserPointer ( |
||
pCollisionObject | ||
return |
public GetVelocityInLocalPoint ( |
||
pBody | ||
pos | System.Vector3 | |
return | System.Vector3 |
public HasAnisotripicFriction ( |
||
pconstrain | ||
return | bool |
public HasContactResponse ( |
||
pCollisionObject | ||
return | bool |
public HingeSetLimits ( |
||
pConstraint | ||
low | float | |
high | float | |
softness | float | |
bias | float | |
relaxation | float | |
return | bool |
public Initialize ( Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, CollisionDesc &collisionArray, int maxUpdates, EntityProperties &updateArray ) : BulletWorld | ||
maxPosition | Vector3 | |
parms | ConfigurationParameters | |
maxCollisions | int | |
collisionArray | CollisionDesc | |
maxUpdates | int | |
updateArray | EntityProperties | |
return | BulletWorld |
public IsCompound ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsConcave ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsConvex ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsConvex2d ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsInWorld ( BulletWorld pWorld, BulletBody pCollisionObject ) : bool | ||
pWorld | BulletWorld | |
pCollisionObject | BulletBody | |
return | bool |
public IsInfinite ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsKinematicObject ( BulletBody pCollisionObject ) : bool | ||
pCollisionObject | BulletBody | |
return | bool |
public IsNativeShape ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsNonMoving ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsPolyhedral ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsSoftBody ( BulletShape pShape ) : bool | ||
pShape | BulletShape | |
return | bool |
public IsStaticObject ( BulletBody pCollisionObject ) : bool | ||
pCollisionObject | BulletBody | |
return | bool |
public IsStaticOrKinematicObject ( BulletBody pCollisionObject ) : bool | ||
pCollisionObject | BulletBody | |
return | bool |
public PhysicsStep ( BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, int &updatedEntityCount, int &collidersCount ) : int | ||
world | BulletWorld | |
timeStep | float | |
maxSubSteps | int | |
fixedTimeStep | float | |
updatedEntityCount | int | |
collidersCount | int | |
return | int |
public PushUpdate ( BulletBody pCollisionObject ) : bool | ||
pCollisionObject | BulletBody | |
return | bool |
public RayCastGround ( BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe ) : bool | ||
pWorld | BulletWorld | |
_RayOrigin | Vector3 | |
pRayHeight | float | |
NotMe | BulletBody | |
return | bool |
public RecalculateCompoundShapeLocalAabb ( BulletShape pCompoundShape ) : void | ||
pCompoundShape | BulletShape | |
return | void |
public RecordGhostCollisions ( PairCachingGhostObject obj ) : void | ||
obj | PairCachingGhostObject | |
return | void |
public RemoveChildShapeFromCompoundShape ( BulletShape cShape, BulletShape removeShape ) : void | ||
cShape | BulletShape | |
removeShape | BulletShape | |
return | void |
public RemoveChildShapeFromCompoundShapeIndex ( BulletShape pCShape, int pii ) : BulletShape | ||
pCShape | BulletShape | |
pii | int | |
return | BulletShape |
public RemoveConstraintFromWorld ( BulletWorld pWorld, BulletConstraint pConstraint ) : bool | ||
pWorld | BulletWorld | |
pConstraint | BulletConstraint | |
return | bool |
public RemoveConstraintRef ( BulletBody pBody, BulletConstraint pConstraint ) : void | ||
pBody | BulletBody | |
pConstraint | BulletConstraint | |
return | void |
public RemoveFromCollisionFlags ( BulletBody pCollisionObject, CollisionFlags pcollisionFlags ) : CollisionFlags | ||
pCollisionObject | BulletBody | |
pcollisionFlags | CollisionFlags | |
return | CollisionFlags |
public RemoveObjectFromWorld ( BulletWorld pWorld, BulletBody pBody ) : bool | ||
pWorld | BulletWorld | |
pBody | BulletBody | |
return | bool |
public SetActivationState ( BulletBody pBody, int state ) : void | ||
pBody | BulletBody | |
state | int | |
return | void |
public SetAngularDamping ( BulletBody pBody, float angularDamping ) : void | ||
pBody | BulletBody | |
angularDamping | float | |
return | void |
public SetAngularFactor ( BulletBody pBody, float factor ) : void | ||
pBody | BulletBody | |
factor | float | |
return | void |
public SetAngularFactorV ( BulletBody pBody, Vector3 pAngularFactor ) : void | ||
pBody | BulletBody | |
pAngularFactor | Vector3 | |
return | void |
public SetAngularLimits ( BulletConstraint pConstraint, Vector3 low, Vector3 high ) : bool | ||
pConstraint | BulletConstraint | |
low | Vector3 | |
high | Vector3 | |
return | bool |
public SetAngularVelocity ( BulletBody pBody, Vector3 pVector3 ) : void | ||
pBody | BulletBody | |
pVector3 | Vector3 | |
return | void |
public SetAnisotripicFriction ( BulletConstraint pconstrain, Vector3 frict ) : Vector3 | ||
pconstrain | BulletConstraint | |
frict | Vector3 | |
return | Vector3 |
public SetBreakingImpulseThreshold ( BulletConstraint pConstraint, float threshold ) : bool | ||
pConstraint | BulletConstraint | |
threshold | float | |
return | bool |
public SetCcdMotionThreshold ( BulletBody pCollisionObject, float pccdMotionThreashold ) : void | ||
pCollisionObject | BulletBody | |
pccdMotionThreashold | float | |
return | void |
public SetCcdSweptSphereRadius ( BulletBody pCollisionObject, float pCcdSweptSphereRadius ) : void | ||
pCollisionObject | BulletBody | |
pCcdSweptSphereRadius | float | |
return | void |
public SetCenterOfMassByPosRot ( BulletBody pBody, Vector3 pos, Quaternion rot ) : void | ||
pBody | BulletBody | |
pos | Vector3 | |
rot | Quaternion | |
return | void |
public SetCollisionFlags ( BulletBody pCollisionObject, CollisionFlags collisionFlags ) : CollisionFlags | ||
pCollisionObject | BulletBody | |
collisionFlags | CollisionFlags | |
return | CollisionFlags |
public SetCollisionGroupMask ( BulletBody pCollisionObject, uint pGroup, uint pMask ) : bool | ||
pCollisionObject | BulletBody | |
pGroup | uint | |
pMask | uint | |
return | bool |
public SetCollisionShape ( BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape ) : void | ||
pWorld | BulletWorld | |
pCollisionObject | BulletBody | |
pShape | BulletShape | |
return | void |
public SetConstraintEnable ( BulletConstraint pConstraint, float p_2 ) : void | ||
pConstraint | BulletConstraint | |
p_2 | float | |
return | void |
public SetConstraintNumSolverIterations ( BulletConstraint pConstraint, float cnt ) : void | ||
pConstraint | BulletConstraint | |
cnt | float | |
return | void |
public SetConstraintParam ( BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis ) : bool | ||
pConstraint | BulletConstraint | |
paramIndex | ConstraintParams | |
paramvalue | float | |
axis | ConstraintParamAxis | |
return | bool |
public SetContactProcessingThreshold ( BulletBody pCollisionObject, float contactprocessingthreshold ) : void | ||
pCollisionObject | BulletBody | |
contactprocessingthreshold | float | |
return | void |
public SetDamping ( BulletBody pBody, float pLinear, float pAngular ) : void | ||
pBody | BulletBody | |
pLinear | float | |
pAngular | float | |
return | void |
public SetDeactivationTime ( BulletBody pCollisionObject, float pDeactivationTime ) : void | ||
pCollisionObject | BulletBody | |
pDeactivationTime | float | |
return | void |
public SetForceUpdateAllAabbs ( BulletWorld pWorld, bool pForce ) : void | ||
pWorld | BulletWorld | |
pForce | bool | |
return | void |
public SetFrames ( BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot ) : bool | ||
pConstraint | BulletConstraint | |
pframe1 | Vector3 | |
pframe1rot | Quaternion | |
pframe2 | Vector3 | |
pframe2rot | Quaternion | |
return | bool |
public SetFriction ( BulletBody pCollisionObject, float _currentFriction ) : void | ||
pCollisionObject | BulletBody | |
_currentFriction | float | |
return | void |
public SetGravity ( BulletBody pBody, Vector3 pGravity ) : void | ||
pBody | BulletBody | |
pGravity | Vector3 | |
return | void |
public SetHitFraction ( BulletBody pCollisionObject, float pHitFraction ) : void | ||
pCollisionObject | BulletBody | |
pHitFraction | float | |
return | void |
public SetInterpolationAngularVelocity ( BulletBody pCollisionObject, Vector3 pVector3 ) : void | ||
pCollisionObject | BulletBody | |
pVector3 | Vector3 | |
return | void |
public SetInterpolationLinearVelocity ( BulletBody pCollisionObject, Vector3 VehicleVelocity ) : void | ||
pCollisionObject | BulletBody | |
VehicleVelocity | Vector3 | |
return | void |
public SetInterpolationVelocity ( BulletBody pBody, Vector3 linearVel, Vector3 angularVel ) : void | ||
pBody | BulletBody | |
linearVel | Vector3 | |
angularVel | Vector3 | |
return | void |
public SetInvInertiaDiagLocal ( BulletBody pBody, Vector3 inert ) : void | ||
pBody | BulletBody | |
inert | Vector3 | |
return | void |
public SetLinearDamping ( BulletBody pBody, float lin_damping ) : void | ||
pBody | BulletBody | |
lin_damping | float | |
return | void |
public SetLinearFactor ( BulletBody pBody, Vector3 factor ) : void | ||
pBody | BulletBody | |
factor | Vector3 | |
return | void |
public SetLinearLimits ( BulletConstraint pConstraint, Vector3 low, Vector3 high ) : bool | ||
pConstraint | BulletConstraint | |
low | Vector3 | |
high | Vector3 | |
return | bool |
public SetLinearVelocity ( BulletBody pBody, Vector3 _velocity ) : void | ||
pBody | BulletBody | |
_velocity | Vector3 | |
return | void |
public SetLocalScaling ( BulletShape pShape, Vector3 pScale ) : void | ||
pShape | BulletShape | |
pScale | Vector3 | |
return | void |
public SetMargin ( BulletShape pShape, float pMargin ) : void | ||
pShape | BulletShape | |
pMargin | float | |
return | void |
public SetMassProps ( BulletBody pBody, float pphysMass, Vector3 plocalInertia ) : void | ||
pBody | BulletBody | |
pphysMass | float | |
plocalInertia | Vector3 | |
return | void |
public SetObjectForce ( BulletBody pBody, Vector3 _force ) : void | ||
pBody | BulletBody | |
_force | Vector3 | |
return | void |
public SetRestitution ( BulletBody pCollisionObject, float pRestitution ) : void | ||
pCollisionObject | BulletBody | |
pRestitution | float | |
return | void |
public SetShapeCollisionMargin ( BulletShape pShape, float pMargin ) : void | ||
pShape | BulletShape | |
pMargin | float | |
return | void |
public SetSleepingThresholds ( BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold ) : void | ||
pBody | BulletBody | |
plinearSleepingThreshold | float | |
pangularSleepingThreshold | float | |
return | void |
public SetTranslation ( BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation ) : void | ||
pCollisionObject | BulletBody | |
_position | Vector3 | |
_orientation | Quaternion | |
return | void |
public SetUserPointer ( BulletBody pCollisionObject, IntPtr val ) : void | ||
pCollisionObject | BulletBody | |
val | IntPtr | |
return | void |
public Shutdown ( BulletWorld pWorld ) : void | ||
pWorld | BulletWorld | |
return | void |
public SliderMotor ( BulletConstraint pConstraint, int forceVel, int linAng, float val ) : bool | ||
pConstraint | BulletConstraint | |
forceVel | int | |
linAng | int | |
val | float | |
return | bool |
public SliderMotorEnable ( BulletConstraint pConstraint, int linAng, float numericTrueFalse ) : bool | ||
pConstraint | BulletConstraint | |
linAng | int | |
numericTrueFalse | float | |
return | bool |
public SliderSet ( BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val ) : bool | ||
pConstraint | BulletConstraint | |
softRestDamp | int | |
dirLimOrtho | int | |
linAng | int | |
val | float | |
return | bool |
public SliderSetLimits ( BulletConstraint pConstraint, int lowerUpper, int linAng, float val ) : bool | ||
pConstraint | BulletConstraint | |
lowerUpper | int | |
linAng | int | |
val | float | |
return | bool |
public SpringEnable ( BulletConstraint pConstraint, int index, float numericTrueFalse ) : bool | ||
pConstraint | BulletConstraint | |
index | int | |
numericTrueFalse | float | |
return | bool |
public SpringSetDamping ( BulletConstraint pConstraint, int index, float damping ) : bool | ||
pConstraint | BulletConstraint | |
index | int | |
damping | float | |
return | bool |
public SpringSetEquilibriumPoint ( BulletConstraint pConstraint, int index, float equilibriumPoint ) : bool | ||
pConstraint | BulletConstraint | |
index | int | |
equilibriumPoint | float | |
return | bool |
public SpringSetStiffness ( BulletConstraint pConstraint, int index, float stiffness ) : bool | ||
pConstraint | BulletConstraint | |
index | int | |
stiffness | float | |
return | bool |
public Translate ( BulletBody pCollisionObject, Vector3 trans ) : void | ||
pCollisionObject | BulletBody | |
trans | Vector3 | |
return | void |
public TranslationalLimitMotor ( BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce ) : bool | ||
pConstraint | BulletConstraint | |
ponOff | float | |
targetVelocity | float | |
maxMotorForce | float | |
return | bool |
public UpdateAabbs ( BulletWorld pWorld ) : void | ||
pWorld | BulletWorld | |
return | void |
public UpdateChildTransform ( BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb ) : void | ||
pShape | BulletShape | |
childIndex | int | |
pos | Vector3 | |
rot | Quaternion | |
shouldRecalculateLocalAabb | bool | |
return | void |
public UpdateDeactivation ( BulletBody pBody, float timeStep ) : void | ||
pBody | BulletBody | |
timeStep | float | |
return | void |
public UpdateInertiaTensor ( BulletBody pBody ) : void | ||
pBody | BulletBody | |
return | void |
public UpdateParameter ( BulletWorld world, uint localID, String parm, float value ) : bool | ||
world | BulletWorld | |
localID | uint | |
parm | String | |
value | float | |
return | bool |
public UpdateSingleAabb ( BulletWorld pWorld, BulletBody pCollisionObject ) : void | ||
pWorld | BulletWorld | |
pCollisionObject | BulletBody | |
return | void |
public UseFrameOffset ( BulletConstraint pConstraint, float onOff ) : bool | ||
pConstraint | BulletConstraint | |
onOff | float | |
return | bool |
public WantsSleeping ( BulletBody pBody ) : bool | ||
pBody | BulletBody | |
return | bool |