C# 클래스 Universe.Physics.BulletSPlugin.BSAPIXNA

상속: BSAPITemplate
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

Private Properties

프로퍼티 타입 설명
GetDebugProperties EntityProperties
Initialize2 DiscreteDynamicsWorld
PhysicsStep2 int
PhysicsStepint int
RecordCollision void

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

Activate() 공개 메소드

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

AddChildShapeToCompoundShape() 공개 메소드

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

AddConstraintRef() 공개 메소드

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

AddConstraintToWorld() 공개 메소드

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

AddObjectToWorld() 공개 메소드

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

AddToCollisionFlags() 공개 메소드

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

ApplyCentralForce() 공개 메소드

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

ApplyCentralImpulse() 공개 메소드

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

ApplyDamping() 공개 메소드

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

ApplyForce() 공개 메소드

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

ApplyGravity() 공개 메소드

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

ApplyImpulse() 공개 메소드

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

ApplyTorque() 공개 메소드

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

ApplyTorqueImpulse() 공개 메소드

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

BSAPIXNA() 공개 메소드

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

BSShapeTypeFromBroadPhaseNativeType() 공개 메소드

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

BuildCapsuleShape() 공개 메소드

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

BuildConvexHullShapeFromMesh() 공개 메소드

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

BuildHullShapeFromMesh() 공개 메소드

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

BuildNativeShape() 공개 메소드

public BuildNativeShape ( BulletWorld pWorld, ShapeData pShapeData ) : BulletShape
pWorld BulletWorld
pShapeData ShapeData
리턴 BulletShape

CalculateLocalInertia() 공개 메소드

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

CalculateTransforms() 공개 메소드

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

ClearAllForces() 공개 메소드

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

ClearCollisionProxyCache() 공개 메소드

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

ClearForces() 공개 메소드

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

Create6DofConstraint() 공개 메소드

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
리턴 BulletConstraint

Create6DofConstraintFixed() 공개 메소드

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
리턴 BulletConstraint

Create6DofConstraintToPoint() 공개 메소드

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
리턴 BulletConstraint

Create6DofSpringConstraint() 공개 메소드

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
리턴 BulletConstraint

CreateBodyFromShape() 공개 메소드

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
리턴 BulletBody

CreateBodyWithDefaultMotionState() 공개 메소드

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

CreateCompoundShape() 공개 메소드

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

CreateConeTwistConstraint() 공개 메소드

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
리턴 BulletConstraint

CreateConvexHullShape() 공개 메소드

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

CreateGImpactShape() 공개 메소드

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

CreateGearConstraint() 공개 메소드

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
리턴 BulletConstraint

CreateGhostFromShape() 공개 메소드

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
리턴 BulletBody

CreateGroundPlaneShape() 공개 메소드

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

CreateHingeConstraint() 공개 메소드

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
리턴 BulletConstraint

CreateHullShape() 공개 메소드

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

CreateMeshShape() 공개 메소드

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

CreatePoint2PointConstraint() 공개 메소드

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
리턴 BulletConstraint

CreateSliderConstraint() 공개 메소드

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
리턴 BulletConstraint

CreateTerrainShape() 공개 메소드

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
리턴 BulletShape

DeleteCollisionShape() 공개 메소드

public DeleteCollisionShape ( BulletWorld pWorld, BulletShape pShape ) : bool
pWorld BulletWorld
pShape BulletShape
리턴 bool

DestroyConstraint() 공개 메소드

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

DestroyObject() 공개 메소드

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

DumpRaw() 공개 정적인 메소드

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

DumpRaw() 공개 정적인 메소드

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

DuplicateCollisionShape() 공개 메소드

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

ForceActivationState() 공개 메소드

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

GetActivationState() 공개 메소드

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

GetAngularDamping() 공개 메소드

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

GetAngularFactor() 공개 메소드

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

GetAngularMotionDisc() 공개 메소드

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

GetAngularVelocity() 공개 메소드

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

GetAnisotripicFriction() 공개 메소드

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

GetBodyType() 공개 메소드

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

GetCcdMotionThreshold() 공개 메소드

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

GetCcdSweptSphereRadius() 공개 메소드

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

GetChildShapeFromCompoundShapeIndex() 공개 메소드

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

GetCollisionFlags() 공개 메소드

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

GetCollisionShape() 공개 메소드

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

GetConstraintRef() 공개 메소드

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

GetContactBreakingThreshold() 공개 메소드

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

GetContactProcessingThreshold() 공개 메소드

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

GetDeactivationTime() 공개 메소드

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

GetForceUpdateAllAabbs() 공개 메소드

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

GetFriction() 공개 메소드

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

GetGravity() 공개 메소드

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

GetHitFraction() 공개 메소드

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

GetInvInertiaDiagLocal() 공개 메소드

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

GetLinearDamping() 공개 메소드

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

GetLinearFactor() 공개 메소드

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

GetLinearSleepingThreshold() 공개 메소드

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

GetLinearVelocity() 공개 메소드

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

GetLocalScaling() 공개 메소드

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

GetMargin() 공개 메소드

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

GetNumConstraintRefs() 공개 메소드

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

GetNumberOfCompoundChildren() 공개 메소드

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

GetOrientation() 공개 메소드

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

GetPosition() 공개 메소드

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

GetRestitution() 공개 메소드

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

GetShapeType() 공개 메소드

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

GetTotalForce() 공개 메소드

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

GetTotalTorque() 공개 메소드

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

GetUserPointer() 공개 메소드

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

GetVelocityInLocalPoint() 공개 메소드

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

HasAnisotripicFriction() 공개 메소드

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

HasContactResponse() 공개 메소드

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

HingeSetLimits() 공개 메소드

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
리턴 bool

Initialize() 공개 메소드

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
리턴 BulletWorld

IsActive() 공개 메소드

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

IsCompound() 공개 메소드

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

IsConcave() 공개 메소드

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

IsConvex() 공개 메소드

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

IsConvex2d() 공개 메소드

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

IsInWorld() 공개 메소드

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

IsInfinite() 공개 메소드

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

IsKinematicObject() 공개 메소드

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

IsNativeShape() 공개 메소드

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

IsNonMoving() 공개 메소드

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

IsPolyhedral() 공개 메소드

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

IsSoftBody() 공개 메소드

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

IsStaticObject() 공개 메소드

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

IsStaticOrKinematicObject() 공개 메소드

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

PhysicsStep() 공개 메소드

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
리턴 int

PushUpdate() 공개 메소드

public PushUpdate ( BulletBody pCollisionObject ) : bool
pCollisionObject BulletBody
리턴 bool

RayCastGround() 공개 메소드

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

RecalculateCompoundShapeLocalAabb() 공개 메소드

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

RecordGhostCollisions() 공개 메소드

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

RemoveChildShapeFromCompoundShape() 공개 메소드

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

RemoveChildShapeFromCompoundShapeIndex() 공개 메소드

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

RemoveConstraintFromWorld() 공개 메소드

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

RemoveConstraintRef() 공개 메소드

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

RemoveFromCollisionFlags() 공개 메소드

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

RemoveObjectFromWorld() 공개 메소드

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

SetActivationState() 공개 메소드

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

SetAngularDamping() 공개 메소드

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

SetAngularFactor() 공개 메소드

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

SetAngularFactorV() 공개 메소드

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

SetAngularLimits() 공개 메소드

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

SetAngularVelocity() 공개 메소드

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

SetAnisotripicFriction() 공개 메소드

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

SetBreakingImpulseThreshold() 공개 메소드

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

SetCcdMotionThreshold() 공개 메소드

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

SetCcdSweptSphereRadius() 공개 메소드

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

SetCenterOfMassByPosRot() 공개 메소드

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

SetCollisionFlags() 공개 메소드

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

SetCollisionGroupMask() 공개 메소드

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

SetCollisionShape() 공개 메소드

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

SetConstraintEnable() 공개 메소드

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

SetConstraintNumSolverIterations() 공개 메소드

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

SetConstraintParam() 공개 메소드

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

SetContactProcessingThreshold() 공개 메소드

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

SetDamping() 공개 메소드

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

SetDeactivationTime() 공개 메소드

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

SetForceUpdateAllAabbs() 공개 메소드

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

SetFrames() 공개 메소드

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

SetFriction() 공개 메소드

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

SetGravity() 공개 메소드

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

SetHitFraction() 공개 메소드

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

SetInterpolationAngularVelocity() 공개 메소드

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

SetInterpolationLinearVelocity() 공개 메소드

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

SetInterpolationVelocity() 공개 메소드

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

SetInvInertiaDiagLocal() 공개 메소드

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

SetLinearDamping() 공개 메소드

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

SetLinearFactor() 공개 메소드

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

SetLinearLimits() 공개 메소드

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

SetLinearVelocity() 공개 메소드

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

SetLocalScaling() 공개 메소드

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

SetMargin() 공개 메소드

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

SetMassProps() 공개 메소드

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

SetObjectForce() 공개 메소드

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

SetRestitution() 공개 메소드

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

SetShapeCollisionMargin() 공개 메소드

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

SetSleepingThresholds() 공개 메소드

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

SetTranslation() 공개 메소드

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

SetUserPointer() 공개 메소드

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

Shutdown() 공개 메소드

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

SliderMotor() 공개 메소드

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

SliderMotorEnable() 공개 메소드

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

SliderSet() 공개 메소드

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

SliderSetLimits() 공개 메소드

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

SpringEnable() 공개 메소드

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

SpringSetDamping() 공개 메소드

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

SpringSetEquilibriumPoint() 공개 메소드

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

SpringSetStiffness() 공개 메소드

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

Translate() 공개 메소드

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

TranslationalLimitMotor() 공개 메소드

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

UpdateAabbs() 공개 메소드

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

UpdateChildTransform() 공개 메소드

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

UpdateDeactivation() 공개 메소드

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

UpdateInertiaTensor() 공개 메소드

public UpdateInertiaTensor ( BulletBody pBody ) : void
pBody BulletBody
리턴 void

UpdateParameter() 공개 메소드

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

UpdateSingleAabb() 공개 메소드

public UpdateSingleAabb ( BulletWorld pWorld, BulletBody pCollisionObject ) : void
pWorld BulletWorld
pCollisionObject BulletBody
리턴 void

UseFrameOffset() 공개 메소드

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

WantsSleeping() 공개 메소드

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