Method |
Description |
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Activate2 ( IntPtr obj, bool forceActivation ) : void |
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AddChildShapeToCompoundShape2 ( IntPtr cShape, IntPtr addShape, System.Vector3 pos, Quaternion rot ) : void |
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AddConstraintRef2 ( IntPtr obj, IntPtr constrain ) : void |
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AddConstraintToWorld2 ( IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects ) : bool |
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AddObjectToWorld2 ( IntPtr world, IntPtr obj ) : bool |
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AddToCollisionFlags2 ( IntPtr obj, CollisionFlags flags ) : CollisionFlags |
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ApplyCentralForce2 ( IntPtr obj, System.Vector3 force ) : void |
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ApplyCentralImpulse2 ( IntPtr obj, System.Vector3 imp ) : void |
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ApplyDamping2 ( IntPtr obj, float timeStep ) : void |
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ApplyForce2 ( IntPtr obj, System.Vector3 force, System.Vector3 pos ) : void |
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ApplyGravity2 ( IntPtr obj ) : void |
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ApplyImpulse2 ( IntPtr obj, System.Vector3 imp, System.Vector3 pos ) : void |
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ApplyTorque2 ( IntPtr obj, System.Vector3 torque ) : void |
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ApplyTorqueImpulse2 ( IntPtr obj, System.Vector3 imp ) : void |
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BuildCapsuleShape2 ( IntPtr world, float radius, float height, System.Vector3 scale ) : IntPtr |
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BuildConvexHullShapeFromMesh2 ( IntPtr world, IntPtr meshShape ) : IntPtr |
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BuildHullShapeFromMesh2 ( IntPtr world, IntPtr meshShape, HACDParams parms ) : IntPtr |
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BuildNativeShape2 ( IntPtr world, ShapeData shapeData ) : IntPtr |
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CalculateLocalInertia2 ( IntPtr shape, float mass ) : System.Vector3 |
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CalculateTransforms2 ( IntPtr constrain ) : bool |
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ClearAllForces2 ( IntPtr obj ) : void |
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ClearCollisionProxyCache2 ( IntPtr world, IntPtr obj ) : bool |
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ClearForces2 ( IntPtr obj ) : void |
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ConstraintSpringEnable2 ( IntPtr constrain, int index, float numericTrueFalse ) : bool |
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ConstraintSpringSetDamping2 ( IntPtr constrain, int index, float damping ) : bool |
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ConstraintSpringSetEquilibriumPoint2 ( IntPtr constrain, int index, float equilibriumPoint ) : bool |
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ConstraintSpringSetStiffness2 ( IntPtr constrain, int index, float stiffness ) : bool |
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Create6DofConstraint2 ( IntPtr world, IntPtr obj1, IntPtr obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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Create6DofConstraintFixed2 ( IntPtr world, IntPtr obj1, System.Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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Create6DofConstraintToPoint2 ( IntPtr world, IntPtr obj1, IntPtr obj2, System.Vector3 joinPoint, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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Create6DofSpringConstraint2 ( IntPtr world, IntPtr obj1, IntPtr obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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CreateBodyFromShape2 ( IntPtr sim, IntPtr shape, uint id, System.Vector3 pos, Quaternion rot ) : IntPtr |
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CreateBodyWithDefaultMotionState2 ( IntPtr shape, uint id, System.Vector3 pos, Quaternion rot ) : IntPtr |
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CreateCompoundShape2 ( IntPtr sim, bool enableDynamicAabbTree ) : IntPtr |
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CreateConeTwistConstraint2 ( IntPtr world, IntPtr obj1, IntPtr obj2, System.Vector3 frameInAloc, Quaternion frameInArot, System.Vector3 frameInBloc, Quaternion frameInBrot, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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CreateConvexHullShape2 ( IntPtr world, int indicesCount, [ indices, int verticesCount, [ vertices ) : IntPtr |
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CreateGImpactShape2 ( IntPtr world, int indicesCount, [ indices, int verticesCount, [ vertices ) : IntPtr |
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CreateGearConstraint2 ( IntPtr world, IntPtr obj1, IntPtr obj2, System.Vector3 axisInA, System.Vector3 axisInB, float ratio, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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CreateGhostFromShape2 ( IntPtr sim, IntPtr shape, uint id, System.Vector3 pos, Quaternion rot ) : IntPtr |
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CreateGroundPlaneShape2 ( uint id, float height, float collisionMargin ) : IntPtr |
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CreateHingeConstraint2 ( IntPtr world, IntPtr obj1, IntPtr obj2, System.Vector3 pivotinA, System.Vector3 pivotinB, System.Vector3 axisInA, System.Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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CreateHullShape2 ( IntPtr world, int hullCount, [ hulls ) : IntPtr |
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CreateMeshShape2 ( IntPtr world, int indicesCount, [ indices, int verticesCount, [ vertices ) : IntPtr |
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CreatePoint2PointConstraint2 ( IntPtr world, IntPtr obj1, IntPtr obj2, System.Vector3 pivotInA, System.Vector3 pivotInB, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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CreateSliderConstraint2 ( IntPtr world, IntPtr obj1, IntPtr obj2, System.Vector3 frameInAloc, Quaternion frameInArot, System.Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : IntPtr |
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CreateTerrainShape2 ( uint id, System.Vector3 size, float minHeight, float maxHeight, [ heightMap, float scaleFactor, float collisionMargin ) : IntPtr |
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DeleteCollisionShape2 ( IntPtr world, IntPtr shape ) : bool |
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DestroyConstraint2 ( IntPtr world, IntPtr constrain ) : bool |
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DestroyObject2 ( IntPtr sim, IntPtr obj ) : void |
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DumpActivationInfo2 ( IntPtr sim ) : void |
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DumpAllInfo2 ( IntPtr sim ) : void |
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DumpCollisionShape2 ( IntPtr sim, IntPtr collisionShape ) : void |
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DumpConstraint2 ( IntPtr sim, IntPtr constrain ) : void |
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DumpMapInfo2 ( IntPtr sim, IntPtr manInfo ) : void |
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DumpPhysicsStatistics2 ( IntPtr sim ) : void |
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DumpRigidBody2 ( IntPtr sim, IntPtr collisionObject ) : void |
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DuplicateCollisionShape2 ( IntPtr sim, IntPtr srcShape, uint id ) : IntPtr |
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ForceActivationState2 ( IntPtr obj, ActivationState state ) : void |
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GetActivationState2 ( IntPtr obj ) : int |
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GetAngularDamping2 ( IntPtr obj ) : float |
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GetAngularFactor2 ( IntPtr obj ) : System.Vector3 |
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GetAngularMotionDisc2 ( IntPtr shape ) : float |
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GetAngularSleepingThreshold2 ( IntPtr obj ) : float |
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GetAngularVelocity2 ( IntPtr obj ) : System.Vector3 |
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GetAnisotripicFriction2 ( IntPtr constrain ) : System.Vector3 |
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GetBodyType2 ( IntPtr obj ) : int |
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GetBroadphaseHandle2 ( IntPtr obj ) : IntPtr |
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GetCcdMotionThreshold2 ( IntPtr obj ) : float |
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GetCcdSweptSphereRadius2 ( IntPtr obj ) : float |
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GetCenterOfMassPosition2 ( IntPtr obj ) : System.Vector3 |
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GetChildShapeFromCompoundShapeIndex2 ( IntPtr cShape, int indx ) : IntPtr |
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GetCollisionFlags2 ( IntPtr obj ) : CollisionFlags |
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GetCollisionShape2 ( IntPtr obj ) : IntPtr |
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GetConstraintRef2 ( IntPtr obj, int index ) : IntPtr |
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GetContactBreakingThreshold2 ( IntPtr shape, float defaultFactor ) : float |
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GetContactProcessingThreshold2 ( IntPtr obj ) : float |
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GetDeactivationTime2 ( IntPtr obj ) : float |
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GetForceUpdateAllAabbs2 ( IntPtr world ) : bool |
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GetFriction2 ( IntPtr obj ) : float |
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GetGravity2 ( IntPtr obj ) : System.Vector3 |
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GetHitFraction2 ( IntPtr obj ) : float |
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GetInvInertiaDiagLocal2 ( IntPtr obj ) : System.Vector3 |
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GetLinearDamping2 ( IntPtr obj ) : float |
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GetLinearFactor2 ( IntPtr obj ) : System.Vector3 |
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GetLinearSleepingThreshold2 ( IntPtr obj ) : float |
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GetLinearVelocity2 ( IntPtr obj ) : System.Vector3 |
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GetLocalScaling2 ( IntPtr shape ) : System.Vector3 |
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GetMargin2 ( IntPtr shape ) : float |
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GetNumConstraintRefs2 ( IntPtr obj ) : int |
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GetNumberOfCompoundChildren2 ( IntPtr cShape ) : int |
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GetOrientation2 ( IntPtr obj ) : Quaternion |
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GetPosition2 ( IntPtr obj ) : System.Vector3 |
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GetRestitution2 ( IntPtr obj ) : float |
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GetShapeType2 ( IntPtr shape ) : int |
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GetTotalForce2 ( IntPtr obj ) : System.Vector3 |
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GetTotalTorque2 ( IntPtr obj ) : System.Vector3 |
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GetUserPointer2 ( IntPtr obj ) : IntPtr |
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GetVelocityInLocalPoint2 ( IntPtr obj, System.Vector3 pos ) : System.Vector3 |
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HasAnisotripicFriction2 ( IntPtr constrain ) : bool |
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HasContactResponse2 ( IntPtr obj ) : bool |
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HingeSetLimits2 ( IntPtr constrain, float low, float high, float softness, float bias, float relaxation ) : bool |
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Initialize2 ( System.Vector3 maxPosition, IntPtr parms, int maxCollisions, IntPtr collisionArray, int maxUpdates, IntPtr updateArray, DebugLogCallback logRoutine ) : IntPtr |
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IsActive2 ( IntPtr obj ) : bool |
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IsCompound2 ( IntPtr shape ) : bool |
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IsConcave2 ( IntPtr shape ) : bool |
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IsConvex2 ( IntPtr shape ) : bool |
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IsConvex2d2 ( IntPtr shape ) : bool |
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IsInWorld2 ( IntPtr obj ) : bool |
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IsInfinite2 ( IntPtr shape ) : bool |
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IsKinematicObject2 ( IntPtr obj ) : bool |
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IsNativeShape2 ( IntPtr shape ) : bool |
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IsNonMoving2 ( IntPtr shape ) : bool |
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IsPolyhedral2 ( IntPtr shape ) : bool |
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IsSoftBody2 ( IntPtr shape ) : bool |
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IsStaticObject2 ( IntPtr obj ) : bool |
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IsStaticOrKinematicObject2 ( IntPtr obj ) : bool |
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PhysicsStep2 ( IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep, int &updatedEntityCount, int &collidersCount ) : int |
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PushUpdate2 ( IntPtr obj ) : bool |
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RecalculateCompoundShapeLocalAabb2 ( IntPtr cShape ) : void |
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RemoveChildShapeFromCompoundShape2 ( IntPtr cShape, IntPtr removeShape ) : void |
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RemoveChildShapeFromCompoundShapeIndex2 ( IntPtr cShape, int indx ) : IntPtr |
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RemoveConstraintFromWorld2 ( IntPtr world, IntPtr constrain ) : bool |
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RemoveConstraintRef2 ( IntPtr obj, IntPtr constrain ) : void |
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RemoveFromCollisionFlags2 ( IntPtr obj, CollisionFlags flags ) : CollisionFlags |
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RemoveObjectFromWorld2 ( IntPtr world, IntPtr obj ) : bool |
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ResetBroadphasePool ( IntPtr sim ) : void |
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ResetConstraintSolver ( IntPtr sim ) : void |
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SetActivationState2 ( IntPtr obj, int state ) : void |
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SetAngularDamping2 ( IntPtr obj, float ang_damping ) : void |
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SetAngularFactor2 ( IntPtr obj, float factor ) : void |
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SetAngularFactorV2 ( IntPtr obj, System.Vector3 factor ) : void |
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SetAngularLimits2 ( IntPtr constrain, System.Vector3 low, System.Vector3 hi ) : bool |
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SetAngularVelocity2 ( IntPtr obj, Vector3 angularVelocity ) : void |
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SetAnisotripicFriction2 ( IntPtr constrain, Vector3 frict ) : Vector3 |
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SetBreakingImpulseThreshold2 ( IntPtr constrain, float threshold ) : bool |
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SetBroadphaseHandle2 ( IntPtr obj, IntPtr handle ) : void |
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SetCcdMotionThreshold2 ( IntPtr obj, float val ) : void |
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SetCcdSweptSphereRadius2 ( IntPtr obj, float val ) : void |
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SetCenterOfMassByPosRot2 ( IntPtr obj, Vector3 pos, Quaternion rot ) : void |
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SetCollisionFlags2 ( IntPtr obj, CollisionFlags flags ) : CollisionFlags |
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SetCollisionGroupMask2 ( IntPtr body, uint filter, uint mask ) : bool |
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SetCollisionShape2 ( IntPtr sim, IntPtr obj, IntPtr shape ) : void |
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SetConstraintEnable2 ( IntPtr constrain, float numericTrueFalse ) : void |
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SetConstraintNumSolverIterations2 ( IntPtr constrain, float iterations ) : void |
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SetConstraintParam2 ( IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis ) : bool |
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SetContactProcessingThreshold2 ( IntPtr obj, float val ) : void |
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SetDamping2 ( IntPtr obj, float lin_damping, float ang_damping ) : void |
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SetDeactivationTime2 ( IntPtr obj, float dtime ) : void |
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SetForceUpdateAllAabbs2 ( IntPtr world, bool force ) : void |
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SetFrames2 ( IntPtr constrain, Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot ) : bool |
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SetFriction2 ( IntPtr obj, float val ) : void |
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SetGravity2 ( IntPtr obj, Vector3 val ) : void |
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SetHitFraction2 ( IntPtr obj, float val ) : void |
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SetInterpolationAngularVelocity2 ( IntPtr obj, Vector3 vel ) : void |
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SetInterpolationLinearVelocity2 ( IntPtr obj, Vector3 vel ) : void |
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SetInterpolationVelocity2 ( IntPtr obj, Vector3 linearVel, Vector3 angularVel ) : void |
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SetInvInertiaDiagLocal2 ( IntPtr obj, Vector3 inert ) : void |
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SetLinearDamping2 ( IntPtr obj, float lin_damping ) : void |
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SetLinearFactor2 ( IntPtr obj, Vector3 factor ) : void |
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SetLinearLimits2 ( IntPtr constrain, Vector3 low, Vector3 hi ) : bool |
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SetLinearVelocity2 ( IntPtr obj, Vector3 val ) : void |
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SetLocalScaling2 ( IntPtr shape, Vector3 scale ) : void |
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SetMargin2 ( IntPtr shape, float val ) : void |
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SetMassProps2 ( IntPtr obj, float mass, Vector3 inertia ) : void |
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SetObjectForce2 ( IntPtr obj, Vector3 force ) : void |
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SetRestitution2 ( IntPtr obj, float val ) : void |
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SetShapeCollisionMargin ( IntPtr shape, float margin ) : void |
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SetSleepingThresholds2 ( IntPtr obj, float lin_threshold, float ang_threshold ) : void |
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SetTranslation2 ( IntPtr obj, Vector3 position, Quaternion rotation ) : void |
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SetUserPointer2 ( IntPtr obj, IntPtr val ) : void |
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Shutdown2 ( IntPtr sim ) : void |
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SliderMotor2 ( IntPtr constrain, int forceVel, int linAng, float val ) : bool |
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SliderMotorEnable2 ( IntPtr constrain, int linAng, float numericTrueFalse ) : bool |
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SliderSet2 ( IntPtr constrain, int softRestDamp, int dirLimOrtho, int linAng, float val ) : bool |
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SliderSetLimits2 ( IntPtr constrain, int lowerUpper, int linAng, float val ) : bool |
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Translate2 ( IntPtr obj, Vector3 trans ) : void |
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TranslationalLimitMotor2 ( IntPtr constrain, float enable, float targetVel, float maxMotorForce ) : bool |
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UpdateAabbs2 ( IntPtr world ) : void |
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UpdateChildTransform2 ( IntPtr pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb ) : void |
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UpdateDeactivation2 ( IntPtr obj, float timeStep ) : void |
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UpdateInertiaTensor2 ( IntPtr obj ) : void |
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UpdateParameter2 ( IntPtr world, uint localID, String parm, float value ) : bool |
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UpdateSingleAabb2 ( IntPtr world, IntPtr obj ) : void |
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UseFrameOffset2 ( IntPtr constrain, float enable ) : bool |
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WantsSleeping2 ( IntPtr obj ) : bool |
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