Property | Type | Description | |
---|---|---|---|
Rigidbody | BulletXNA.BulletDynamics.RigidBody | ||
ZeroVect | System.Vector3 |
Method | Description | |
---|---|---|
GetWorldTransform ( BulletXNA.LinearMath.IndexedMatrix &worldTrans ) : void | ||
SetRigidBody ( BulletXNA.BulletDynamics.RigidBody body ) : void | ||
SetWorldTransform ( BulletXNA.LinearMath.IndexedMatrix worldTrans ) : void | ||
SetWorldTransform ( BulletXNA.LinearMath.IndexedMatrix &worldTrans, bool force ) : void | ||
SimMotionState ( |
Method | Description | |
---|---|---|
AlmostEqual ( Quaternion &v1, Quaternion &v2, float nEpsilon ) : bool | ||
AlmostEqual ( System.Vector3 &v1, System.Vector3 &v2, float nEpsilon ) : bool |
public GetWorldTransform ( BulletXNA.LinearMath.IndexedMatrix &worldTrans ) : void | ||
worldTrans | BulletXNA.LinearMath.IndexedMatrix | |
return | void |
public SetRigidBody ( BulletXNA.BulletDynamics.RigidBody body ) : void | ||
body | BulletXNA.BulletDynamics.RigidBody | |
return | void |
public SetWorldTransform ( BulletXNA.LinearMath.IndexedMatrix worldTrans ) : void | ||
worldTrans | BulletXNA.LinearMath.IndexedMatrix | |
return | void |
public SetWorldTransform ( BulletXNA.LinearMath.IndexedMatrix &worldTrans, bool force ) : void | ||
worldTrans | BulletXNA.LinearMath.IndexedMatrix | |
force | bool | |
return | void |
public SimMotionState ( |
||
pWorld | ||
id | uint | |
starTransform | BulletXNA.LinearMath.IndexedMatrix | |
frameUpdates | object | |
return | System |
public RigidBody,BulletXNA.BulletDynamics Rigidbody | ||
return | BulletXNA.BulletDynamics.RigidBody |