C# Class Universe.Physics.BulletSPlugin.BSAPIUnman.BSAPICPP

Exibir arquivo Open project: Virtual-Universe/Virtual-Universe

Private Methods

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