메소드 | 설명 | |
---|---|---|
BSConstraintSpring ( |
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SetAxisEnable ( int pIndex, bool pAxisEnable ) : bool | ||
SetDamping ( int pIndex, float pDamping ) : bool | ||
SetEquilibriumPoint ( Vector3 linearEq, Vector3 angularEq ) : bool | ||
SetEquilibriumPoint ( int pIndex, float pEqPoint ) : bool | ||
SetStiffness ( int pIndex, float pStiffness ) : bool |
public BSConstraintSpring ( |
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world | ||
obj1 | ||
obj2 | ||
frame1Loc | Vector3 | |
frame1Rot | Quaternion | |
frame2Loc | Vector3 | |
frame2Rot | Quaternion | |
useLinearReferenceFrameA | bool | |
disableCollisionsBetweenLinkedBodies | bool | |
리턴 | OpenMetaverse |
public SetAxisEnable ( int pIndex, bool pAxisEnable ) : bool | ||
pIndex | int | |
pAxisEnable | bool | |
리턴 | bool |
public SetDamping ( int pIndex, float pDamping ) : bool | ||
pIndex | int | |
pDamping | float | |
리턴 | bool |
public SetEquilibriumPoint ( Vector3 linearEq, Vector3 angularEq ) : bool | ||
linearEq | Vector3 | |
angularEq | Vector3 | |
리턴 | bool |
public SetEquilibriumPoint ( int pIndex, float pEqPoint ) : bool | ||
pIndex | int | |
pEqPoint | float | |
리턴 | bool |
public SetStiffness ( int pIndex, float pStiffness ) : bool | ||
pIndex | int | |
pStiffness | float | |
리턴 | bool |