C# Класс Universe.Physics.BulletSPlugin.BSAPIUnman

Наследование: BSAPITemplate
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Private Properties

Свойство Тип Описание
BulletLogger void
BulletLoggerPhysLog void

Открытые методы

Метод Описание
Activate ( BulletBody obj, bool forceActivation ) : void
AddChildShapeToCompoundShape ( BulletShape shape, BulletShape addShape, System.Vector3 pos, Quaternion rot ) : void
AddConstraintRef ( BulletBody obj, BulletConstraint constrain ) : void
AddConstraintToWorld ( BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects ) : bool
AddObjectToWorld ( BulletWorld world, BulletBody obj ) : bool
AddToCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
ApplyCentralForce ( BulletBody obj, System.Vector3 force ) : void
ApplyCentralImpulse ( BulletBody obj, System.Vector3 imp ) : void
ApplyDamping ( BulletBody obj, float timeStep ) : void
ApplyForce ( BulletBody obj, System.Vector3 force, System.Vector3 pos ) : void
ApplyGravity ( BulletBody obj ) : void
ApplyImpulse ( BulletBody obj, System.Vector3 imp, System.Vector3 pos ) : void
ApplyTorque ( BulletBody obj, System.Vector3 torque ) : void
ApplyTorqueImpulse ( BulletBody obj, System.Vector3 imp ) : void
BSAPIUnman ( string paramName, BSScene physScene ) : System
BuildCapsuleShape ( BulletWorld world, float radius, float height, System.Vector3 scale ) : BulletShape
BuildConvexHullShapeFromMesh ( BulletWorld world, BulletShape meshShape ) : BulletShape
BuildHullShapeFromMesh ( BulletWorld world, BulletShape meshShape, HACDParams parms ) : BulletShape
BuildNativeShape ( BulletWorld world, ShapeData shapeData ) : BulletShape
CalculateLocalInertia ( BulletShape shape, float mass ) : System.Vector3
CalculateTransforms ( BulletConstraint constrain ) : bool
ClearAllForces ( BulletBody obj ) : void
ClearCollisionProxyCache ( BulletWorld world, BulletBody obj ) : bool
ClearForces ( BulletBody obj ) : void
Create6DofConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
Create6DofConstraintFixed ( BulletWorld world, BulletBody obj1, System.Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
Create6DofConstraintToPoint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 joinPoint, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
Create6DofSpringConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateBodyFromShape ( BulletWorld world, BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateBodyWithDefaultMotionState ( BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateCompoundShape ( BulletWorld world, bool enableDynamicAabbTree ) : BulletShape
CreateConeTwistConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateConvexHullShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
CreateGImpactShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
CreateGearConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 axisInA, System.Vector3 axisInB, float ratio, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateGhostFromShape ( BulletWorld world, BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
CreateGroundPlaneShape ( uint id, float height, float collisionMargin ) : BulletShape
CreateHingeConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotinA, System.Vector3 pivotinB, System.Vector3 axisInA, System.Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateHullShape ( BulletWorld world, int hullCount, float hulls ) : BulletShape
CreateMeshShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
CreatePoint2PointConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotInA, System.Vector3 pivotInB, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateSliderConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
CreateTerrainShape ( uint id, System.Vector3 size, float minHeight, float maxHeight, float heightMap, float scaleFactor, float collisionMargin ) : BulletShape
DeleteCollisionShape ( BulletWorld world, BulletShape shape ) : bool
DestroyConstraint ( BulletWorld world, BulletConstraint constrain ) : bool
DestroyObject ( BulletWorld world, BulletBody obj ) : void
DumpActivationInfo ( BulletWorld world ) : void
DumpAllInfo ( BulletWorld world ) : void
DumpCollisionShape ( BulletWorld world, BulletShape collisionShape ) : void
DumpConstraint ( BulletWorld world, BulletConstraint constrain ) : void
DumpPhysicsStatistics ( BulletWorld world ) : void
DumpRigidBody ( BulletWorld world, BulletBody collisionObject ) : void
DuplicateCollisionShape ( BulletWorld world, BulletShape srcShape, uint id ) : BulletShape
ForceActivationState ( BulletBody obj, ActivationState state ) : void
GetActivationState ( BulletBody obj ) : int
GetAngularDamping ( BulletBody obj ) : float
GetAngularFactor ( BulletBody obj ) : System.Vector3
GetAngularMotionDisc ( BulletShape shape ) : float
GetAngularVelocity ( BulletBody obj ) : System.Vector3
GetAnisotripicFriction ( BulletConstraint constrain ) : System.Vector3
GetBodyType ( BulletBody obj ) : CollisionObjectTypes
GetCcdMotionThreshold ( BulletBody obj ) : float
GetCcdSweptSphereRadius ( BulletBody obj ) : float
GetChildShapeFromCompoundShapeIndex ( BulletShape shape, int indx ) : BulletShape
GetCollisionFlags ( BulletBody obj ) : CollisionFlags
GetCollisionShape ( BulletBody obj ) : BulletShape
GetConstraintRef ( BulletBody obj, int index ) : BulletConstraint
GetContactBreakingThreshold ( BulletShape shape, float defaultFactor ) : float
GetContactProcessingThreshold ( BulletBody obj ) : float
GetDeactivationTime ( BulletBody obj ) : float
GetForceUpdateAllAabbs ( BulletWorld world ) : bool
GetFriction ( BulletBody obj ) : float
GetGravity ( BulletBody obj ) : System.Vector3
GetHitFraction ( BulletBody obj ) : float
GetInvInertiaDiagLocal ( BulletBody obj ) : System.Vector3
GetLinearDamping ( BulletBody obj ) : float
GetLinearFactor ( BulletBody obj ) : System.Vector3
GetLinearSleepingThreshold ( BulletBody obj ) : float
GetLinearVelocity ( BulletBody obj ) : System.Vector3
GetLocalScaling ( BulletShape shape ) : System.Vector3
GetMargin ( BulletShape shape ) : float
GetNumConstraintRefs ( BulletBody obj ) : int
GetNumberOfCompoundChildren ( BulletShape shape ) : int
GetOrientation ( BulletBody obj ) : Quaternion
GetPosition ( BulletBody obj ) : System.Vector3
GetRestitution ( BulletBody obj ) : float
GetShapeType ( BulletShape shape ) : int
GetTotalForce ( BulletBody obj ) : System.Vector3
GetTotalTorque ( BulletBody obj ) : System.Vector3
GetUserPointer ( BulletBody obj ) : IntPtr
GetVelocityInLocalPoint ( BulletBody obj, System.Vector3 pos ) : System.Vector3
HasAnisotripicFriction ( BulletConstraint constrain ) : bool
HasContactResponse ( BulletBody obj ) : bool
HingeSetLimits ( BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation ) : bool
Initialize ( System.Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, CollisionDesc &collisionArray, int maxUpdates, EntityProperties &updateArray ) : BulletWorld
IsActive ( BulletBody obj ) : bool
IsCompound ( BulletShape shape ) : bool
IsConcave ( BulletShape shape ) : bool
IsConvex ( BulletShape shape ) : bool
IsConvex2d ( BulletShape shape ) : bool
IsInWorld ( BulletWorld world, BulletBody obj ) : bool
IsInfinite ( BulletShape shape ) : bool
IsKinematicObject ( BulletBody obj ) : bool
IsNativeShape ( BulletShape shape ) : bool
IsNonMoving ( BulletShape shape ) : bool
IsPolyhedral ( BulletShape shape ) : bool
IsSoftBody ( BulletShape shape ) : bool
IsStaticObject ( BulletBody obj ) : bool
IsStaticOrKinematicObject ( BulletBody obj ) : bool
PhysicsStep ( BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, int &updatedEntityCount, int &collidersCount ) : int
PushUpdate ( BulletBody obj ) : bool
RecalculateCompoundShapeLocalAabb ( BulletShape shape ) : void
RemoveChildShapeFromCompoundShape ( BulletShape shape, BulletShape removeShape ) : void
RemoveChildShapeFromCompoundShapeIndex ( BulletShape shape, int indx ) : BulletShape
RemoveConstraintFromWorld ( BulletWorld world, BulletConstraint constrain ) : bool
RemoveConstraintRef ( BulletBody obj, BulletConstraint constrain ) : void
RemoveFromCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
RemoveObjectFromWorld ( BulletWorld world, BulletBody obj ) : bool
ResetBroadphasePool ( BulletWorld world ) : void
ResetConstraintSolver ( BulletWorld world ) : void
SetActivationState ( BulletBody obj, int state ) : void
SetAngularDamping ( BulletBody obj, float ang_damping ) : void
SetAngularFactor ( BulletBody obj, float factor ) : void
SetAngularFactorV ( BulletBody obj, System.Vector3 factor ) : void
SetAngularLimits ( BulletConstraint constrain, System.Vector3 low, System.Vector3 hi ) : bool
SetAngularVelocity ( BulletBody obj, System.Vector3 angularVelocity ) : void
SetAnisotripicFriction ( BulletConstraint constrain, System.Vector3 frict ) : System.Vector3
SetBreakingImpulseThreshold ( BulletConstraint constrain, float threshold ) : bool
SetCcdMotionThreshold ( BulletBody obj, float val ) : void
SetCcdSweptSphereRadius ( BulletBody obj, float val ) : void
SetCenterOfMassByPosRot ( BulletBody obj, System.Vector3 pos, Quaternion rot ) : void
SetCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
SetCollisionGroupMask ( BulletBody body, uint filter, uint mask ) : bool
SetCollisionShape ( BulletWorld world, BulletBody obj, BulletShape shape ) : void
SetConstraintEnable ( BulletConstraint constrain, float numericTrueFalse ) : void
SetConstraintNumSolverIterations ( BulletConstraint constrain, float iterations ) : void
SetConstraintParam ( BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis ) : bool
SetContactProcessingThreshold ( BulletBody obj, float val ) : void
SetDamping ( BulletBody obj, float lin_damping, float ang_damping ) : void
SetDeactivationTime ( BulletBody obj, float dtime ) : void
SetForceUpdateAllAabbs ( BulletWorld world, bool force ) : void
SetFrames ( BulletConstraint constrain, System.Vector3 frameA, Quaternion frameArot, System.Vector3 frameB, Quaternion frameBrot ) : bool
SetFriction ( BulletBody obj, float val ) : void
SetGravity ( BulletBody obj, System.Vector3 val ) : void
SetHitFraction ( BulletBody obj, float val ) : void
SetInterpolationAngularVelocity ( BulletBody obj, System.Vector3 vel ) : void
SetInterpolationLinearVelocity ( BulletBody obj, System.Vector3 vel ) : void
SetInterpolationVelocity ( BulletBody obj, System.Vector3 linearVel, System.Vector3 angularVel ) : void
SetInvInertiaDiagLocal ( BulletBody obj, System.Vector3 inert ) : void
SetLinearDamping ( BulletBody obj, float lin_damping ) : void
SetLinearFactor ( BulletBody obj, System.Vector3 factor ) : void
SetLinearLimits ( BulletConstraint constrain, System.Vector3 low, System.Vector3 hi ) : bool
SetLinearVelocity ( BulletBody obj, System.Vector3 vel ) : void
SetLocalScaling ( BulletShape shape, System.Vector3 scale ) : void
SetMargin ( BulletShape shape, float val ) : void
SetMassProps ( BulletBody obj, float mass, System.Vector3 inertia ) : void
SetObjectForce ( BulletBody obj, System.Vector3 force ) : void
SetRestitution ( BulletBody obj, float val ) : void
SetShapeCollisionMargin ( BulletShape shape, float margin ) : void
SetSleepingThresholds ( BulletBody obj, float lin_threshold, float ang_threshold ) : void
SetTranslation ( BulletBody obj, System.Vector3 position, Quaternion rotation ) : void
SetUserPointer ( BulletBody obj, IntPtr val ) : void
Shutdown ( BulletWorld world ) : void
SliderMotor ( BulletConstraint constrain, int forceVel, int linAng, float val ) : bool
SliderMotorEnable ( BulletConstraint constrain, int linAng, float numericTrueFalse ) : bool
SliderSet ( BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val ) : bool
SliderSetLimits ( BulletConstraint constrain, int lowerUpper, int linAng, float val ) : bool
SpringEnable ( BulletConstraint constrain, int index, float numericTrueFalse ) : bool
SpringSetDamping ( BulletConstraint constrain, int index, float damping ) : bool
SpringSetEquilibriumPoint ( BulletConstraint constrain, int index, float equilibriumPoint ) : bool
SpringSetStiffness ( BulletConstraint constrain, int index, float stiffnesss ) : bool
Translate ( BulletBody obj, System.Vector3 trans ) : void
TranslationalLimitMotor ( BulletConstraint constrain, float enable, float targetVel, float maxMotorForce ) : bool
UpdateAabbs ( BulletWorld world ) : void
UpdateChildTransform ( BulletShape pShape, int childIndex, System.Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb ) : void
UpdateDeactivation ( BulletBody obj, float timeStep ) : void
UpdateInertiaTensor ( BulletBody obj ) : void
UpdateParameter ( BulletWorld world, uint localID, String parm, float value ) : bool
UpdateSingleAabb ( BulletWorld world, BulletBody obj ) : void
UseFrameOffset ( BulletConstraint constrain, float enable ) : bool
WantsSleeping ( BulletBody obj ) : bool

Приватные методы

Метод Описание
BulletLogger ( string msg ) : void
BulletLoggerPhysLog ( string msg ) : void

Описание методов

Activate() публичный Метод

public Activate ( BulletBody obj, bool forceActivation ) : void
obj BulletBody
forceActivation bool
Результат void

AddChildShapeToCompoundShape() публичный Метод

public AddChildShapeToCompoundShape ( BulletShape shape, BulletShape addShape, System.Vector3 pos, Quaternion rot ) : void
shape BulletShape
addShape BulletShape
pos System.Vector3
rot Quaternion
Результат void

AddConstraintRef() публичный Метод

public AddConstraintRef ( BulletBody obj, BulletConstraint constrain ) : void
obj BulletBody
constrain BulletConstraint
Результат void

AddConstraintToWorld() публичный Метод

public AddConstraintToWorld ( BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects ) : bool
world BulletWorld
constrain BulletConstraint
disableCollisionsBetweenLinkedObjects bool
Результат bool

AddObjectToWorld() публичный Метод

public AddObjectToWorld ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
Результат bool

AddToCollisionFlags() публичный Метод

public AddToCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
obj BulletBody
flags CollisionFlags
Результат CollisionFlags

ApplyCentralForce() публичный Метод

public ApplyCentralForce ( BulletBody obj, System.Vector3 force ) : void
obj BulletBody
force System.Vector3
Результат void

ApplyCentralImpulse() публичный Метод

public ApplyCentralImpulse ( BulletBody obj, System.Vector3 imp ) : void
obj BulletBody
imp System.Vector3
Результат void

ApplyDamping() публичный Метод

public ApplyDamping ( BulletBody obj, float timeStep ) : void
obj BulletBody
timeStep float
Результат void

ApplyForce() публичный Метод

public ApplyForce ( BulletBody obj, System.Vector3 force, System.Vector3 pos ) : void
obj BulletBody
force System.Vector3
pos System.Vector3
Результат void

ApplyGravity() публичный Метод

public ApplyGravity ( BulletBody obj ) : void
obj BulletBody
Результат void

ApplyImpulse() публичный Метод

public ApplyImpulse ( BulletBody obj, System.Vector3 imp, System.Vector3 pos ) : void
obj BulletBody
imp System.Vector3
pos System.Vector3
Результат void

ApplyTorque() публичный Метод

public ApplyTorque ( BulletBody obj, System.Vector3 torque ) : void
obj BulletBody
torque System.Vector3
Результат void

ApplyTorqueImpulse() публичный Метод

public ApplyTorqueImpulse ( BulletBody obj, System.Vector3 imp ) : void
obj BulletBody
imp System.Vector3
Результат void

BSAPIUnman() публичный Метод

public BSAPIUnman ( string paramName, BSScene physScene ) : System
paramName string
physScene BSScene
Результат System

BuildCapsuleShape() публичный Метод

public BuildCapsuleShape ( BulletWorld world, float radius, float height, System.Vector3 scale ) : BulletShape
world BulletWorld
radius float
height float
scale System.Vector3
Результат BulletShape

BuildConvexHullShapeFromMesh() публичный Метод

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

BuildHullShapeFromMesh() публичный Метод

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

BuildNativeShape() публичный Метод

public BuildNativeShape ( BulletWorld world, ShapeData shapeData ) : BulletShape
world BulletWorld
shapeData ShapeData
Результат BulletShape

CalculateLocalInertia() публичный Метод

public CalculateLocalInertia ( BulletShape shape, float mass ) : System.Vector3
shape BulletShape
mass float
Результат System.Vector3

CalculateTransforms() публичный Метод

public CalculateTransforms ( BulletConstraint constrain ) : bool
constrain BulletConstraint
Результат bool

ClearAllForces() публичный Метод

public ClearAllForces ( BulletBody obj ) : void
obj BulletBody
Результат void

ClearCollisionProxyCache() публичный Метод

public ClearCollisionProxyCache ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
Результат bool

ClearForces() публичный Метод

public ClearForces ( BulletBody obj ) : void
obj BulletBody
Результат void

Create6DofConstraint() публичный Метод

public Create6DofConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
frame1loc System.Vector3
frame1rot Quaternion
frame2loc System.Vector3
frame2rot Quaternion
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

Create6DofConstraintFixed() публичный Метод

public Create6DofConstraintFixed ( BulletWorld world, BulletBody obj1, System.Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
frameInBloc System.Vector3
frameInBrot Quaternion
useLinearReferenceFrameB bool
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

Create6DofConstraintToPoint() публичный Метод

public Create6DofConstraintToPoint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 joinPoint, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
joinPoint System.Vector3
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

Create6DofSpringConstraint() публичный Метод

public Create6DofSpringConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
frame1loc System.Vector3
frame1rot Quaternion
frame2loc System.Vector3
frame2rot Quaternion
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

CreateBodyFromShape() публичный Метод

public CreateBodyFromShape ( BulletWorld world, BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
world BulletWorld
shape BulletShape
id uint
pos System.Vector3
rot Quaternion
Результат BulletBody

CreateBodyWithDefaultMotionState() публичный Метод

public CreateBodyWithDefaultMotionState ( BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
shape BulletShape
id uint
pos System.Vector3
rot Quaternion
Результат BulletBody

CreateCompoundShape() публичный Метод

public CreateCompoundShape ( BulletWorld world, bool enableDynamicAabbTree ) : BulletShape
world BulletWorld
enableDynamicAabbTree bool
Результат BulletShape

CreateConeTwistConstraint() публичный Метод

public CreateConeTwistConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
frame1loc System.Vector3
frame1rot Quaternion
frame2loc System.Vector3
frame2rot Quaternion
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

CreateConvexHullShape() публичный Метод

public CreateConvexHullShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
world BulletWorld
indicesCount int
indices int
verticesCount int
vertices float
Результат BulletShape

CreateGImpactShape() публичный Метод

public CreateGImpactShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
world BulletWorld
indicesCount int
indices int
verticesCount int
vertices float
Результат BulletShape

CreateGearConstraint() публичный Метод

public CreateGearConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 axisInA, System.Vector3 axisInB, float ratio, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
axisInA System.Vector3
axisInB System.Vector3
ratio float
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

CreateGhostFromShape() публичный Метод

public CreateGhostFromShape ( BulletWorld world, BulletShape shape, uint id, System.Vector3 pos, Quaternion rot ) : BulletBody
world BulletWorld
shape BulletShape
id uint
pos System.Vector3
rot Quaternion
Результат BulletBody

CreateGroundPlaneShape() публичный Метод

public CreateGroundPlaneShape ( uint id, float height, float collisionMargin ) : BulletShape
id uint
height float
collisionMargin float
Результат BulletShape

CreateHingeConstraint() публичный Метод

public CreateHingeConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotinA, System.Vector3 pivotinB, System.Vector3 axisInA, System.Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
pivotinA System.Vector3
pivotinB System.Vector3
axisInA System.Vector3
axisInB System.Vector3
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

CreateHullShape() публичный Метод

public CreateHullShape ( BulletWorld world, int hullCount, float hulls ) : BulletShape
world BulletWorld
hullCount int
hulls float
Результат BulletShape

CreateMeshShape() публичный Метод

public CreateMeshShape ( BulletWorld world, int indicesCount, int indices, int verticesCount, float vertices ) : BulletShape
world BulletWorld
indicesCount int
indices int
verticesCount int
vertices float
Результат BulletShape

CreatePoint2PointConstraint() публичный Метод

public CreatePoint2PointConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 pivotInA, System.Vector3 pivotInB, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
pivotInA System.Vector3
pivotInB System.Vector3
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

CreateSliderConstraint() публичный Метод

public CreateSliderConstraint ( BulletWorld world, BulletBody obj1, BulletBody obj2, System.Vector3 frame1loc, Quaternion frame1rot, System.Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies ) : BulletConstraint
world BulletWorld
obj1 BulletBody
obj2 BulletBody
frame1loc System.Vector3
frame1rot Quaternion
frame2loc System.Vector3
frame2rot Quaternion
useLinearReferenceFrameA bool
disableCollisionsBetweenLinkedBodies bool
Результат BulletConstraint

CreateTerrainShape() публичный Метод

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
Результат BulletShape

DeleteCollisionShape() публичный Метод

public DeleteCollisionShape ( BulletWorld world, BulletShape shape ) : bool
world BulletWorld
shape BulletShape
Результат bool

DestroyConstraint() публичный Метод

public DestroyConstraint ( BulletWorld world, BulletConstraint constrain ) : bool
world BulletWorld
constrain BulletConstraint
Результат bool

DestroyObject() публичный Метод

public DestroyObject ( BulletWorld world, BulletBody obj ) : void
world BulletWorld
obj BulletBody
Результат void

DumpActivationInfo() публичный Метод

public DumpActivationInfo ( BulletWorld world ) : void
world BulletWorld
Результат void

DumpAllInfo() публичный Метод

public DumpAllInfo ( BulletWorld world ) : void
world BulletWorld
Результат void

DumpCollisionShape() публичный Метод

public DumpCollisionShape ( BulletWorld world, BulletShape collisionShape ) : void
world BulletWorld
collisionShape BulletShape
Результат void

DumpConstraint() публичный Метод

public DumpConstraint ( BulletWorld world, BulletConstraint constrain ) : void
world BulletWorld
constrain BulletConstraint
Результат void

DumpPhysicsStatistics() публичный Метод

public DumpPhysicsStatistics ( BulletWorld world ) : void
world BulletWorld
Результат void

DumpRigidBody() публичный Метод

public DumpRigidBody ( BulletWorld world, BulletBody collisionObject ) : void
world BulletWorld
collisionObject BulletBody
Результат void

DuplicateCollisionShape() публичный Метод

public DuplicateCollisionShape ( BulletWorld world, BulletShape srcShape, uint id ) : BulletShape
world BulletWorld
srcShape BulletShape
id uint
Результат BulletShape

ForceActivationState() публичный Метод

public ForceActivationState ( BulletBody obj, ActivationState state ) : void
obj BulletBody
state ActivationState
Результат void

GetActivationState() публичный Метод

public GetActivationState ( BulletBody obj ) : int
obj BulletBody
Результат int

GetAngularDamping() публичный Метод

public GetAngularDamping ( BulletBody obj ) : float
obj BulletBody
Результат float

GetAngularFactor() публичный Метод

public GetAngularFactor ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetAngularMotionDisc() публичный Метод

public GetAngularMotionDisc ( BulletShape shape ) : float
shape BulletShape
Результат float

GetAngularVelocity() публичный Метод

public GetAngularVelocity ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetAnisotripicFriction() публичный Метод

public GetAnisotripicFriction ( BulletConstraint constrain ) : System.Vector3
constrain BulletConstraint
Результат System.Vector3

GetBodyType() публичный Метод

public GetBodyType ( BulletBody obj ) : CollisionObjectTypes
obj BulletBody
Результат CollisionObjectTypes

GetCcdMotionThreshold() публичный Метод

public GetCcdMotionThreshold ( BulletBody obj ) : float
obj BulletBody
Результат float

GetCcdSweptSphereRadius() публичный Метод

public GetCcdSweptSphereRadius ( BulletBody obj ) : float
obj BulletBody
Результат float

GetChildShapeFromCompoundShapeIndex() публичный Метод

public GetChildShapeFromCompoundShapeIndex ( BulletShape shape, int indx ) : BulletShape
shape BulletShape
indx int
Результат BulletShape

GetCollisionFlags() публичный Метод

public GetCollisionFlags ( BulletBody obj ) : CollisionFlags
obj BulletBody
Результат CollisionFlags

GetCollisionShape() публичный Метод

public GetCollisionShape ( BulletBody obj ) : BulletShape
obj BulletBody
Результат BulletShape

GetConstraintRef() публичный Метод

public GetConstraintRef ( BulletBody obj, int index ) : BulletConstraint
obj BulletBody
index int
Результат BulletConstraint

GetContactBreakingThreshold() публичный Метод

public GetContactBreakingThreshold ( BulletShape shape, float defaultFactor ) : float
shape BulletShape
defaultFactor float
Результат float

GetContactProcessingThreshold() публичный Метод

public GetContactProcessingThreshold ( BulletBody obj ) : float
obj BulletBody
Результат float

GetDeactivationTime() публичный Метод

public GetDeactivationTime ( BulletBody obj ) : float
obj BulletBody
Результат float

GetForceUpdateAllAabbs() публичный Метод

public GetForceUpdateAllAabbs ( BulletWorld world ) : bool
world BulletWorld
Результат bool

GetFriction() публичный Метод

public GetFriction ( BulletBody obj ) : float
obj BulletBody
Результат float

GetGravity() публичный Метод

public GetGravity ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetHitFraction() публичный Метод

public GetHitFraction ( BulletBody obj ) : float
obj BulletBody
Результат float

GetInvInertiaDiagLocal() публичный Метод

public GetInvInertiaDiagLocal ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetLinearDamping() публичный Метод

public GetLinearDamping ( BulletBody obj ) : float
obj BulletBody
Результат float

GetLinearFactor() публичный Метод

public GetLinearFactor ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetLinearSleepingThreshold() публичный Метод

public GetLinearSleepingThreshold ( BulletBody obj ) : float
obj BulletBody
Результат float

GetLinearVelocity() публичный Метод

public GetLinearVelocity ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetLocalScaling() публичный Метод

public GetLocalScaling ( BulletShape shape ) : System.Vector3
shape BulletShape
Результат System.Vector3

GetMargin() публичный Метод

public GetMargin ( BulletShape shape ) : float
shape BulletShape
Результат float

GetNumConstraintRefs() публичный Метод

public GetNumConstraintRefs ( BulletBody obj ) : int
obj BulletBody
Результат int

GetNumberOfCompoundChildren() публичный Метод

public GetNumberOfCompoundChildren ( BulletShape shape ) : int
shape BulletShape
Результат int

GetOrientation() публичный Метод

public GetOrientation ( BulletBody obj ) : Quaternion
obj BulletBody
Результат Quaternion

GetPosition() публичный Метод

public GetPosition ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetRestitution() публичный Метод

public GetRestitution ( BulletBody obj ) : float
obj BulletBody
Результат float

GetShapeType() публичный Метод

public GetShapeType ( BulletShape shape ) : int
shape BulletShape
Результат int

GetTotalForce() публичный Метод

public GetTotalForce ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetTotalTorque() публичный Метод

public GetTotalTorque ( BulletBody obj ) : System.Vector3
obj BulletBody
Результат System.Vector3

GetUserPointer() публичный Метод

public GetUserPointer ( BulletBody obj ) : IntPtr
obj BulletBody
Результат System.IntPtr

GetVelocityInLocalPoint() публичный Метод

public GetVelocityInLocalPoint ( BulletBody obj, System.Vector3 pos ) : System.Vector3
obj BulletBody
pos System.Vector3
Результат System.Vector3

HasAnisotripicFriction() публичный Метод

public HasAnisotripicFriction ( BulletConstraint constrain ) : bool
constrain BulletConstraint
Результат bool

HasContactResponse() публичный Метод

public HasContactResponse ( BulletBody obj ) : bool
obj BulletBody
Результат bool

HingeSetLimits() публичный Метод

public HingeSetLimits ( BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation ) : bool
constrain BulletConstraint
low float
high float
softness float
bias float
relaxation float
Результат bool

Initialize() публичный Метод

public Initialize ( System.Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, CollisionDesc &collisionArray, int maxUpdates, EntityProperties &updateArray ) : BulletWorld
maxPosition System.Vector3
parms ConfigurationParameters
maxCollisions int
collisionArray CollisionDesc
maxUpdates int
updateArray EntityProperties
Результат BulletWorld

IsActive() публичный Метод

public IsActive ( BulletBody obj ) : bool
obj BulletBody
Результат bool

IsCompound() публичный Метод

public IsCompound ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsConcave() публичный Метод

public IsConcave ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsConvex() публичный Метод

public IsConvex ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsConvex2d() публичный Метод

public IsConvex2d ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsInWorld() публичный Метод

public IsInWorld ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
Результат bool

IsInfinite() публичный Метод

public IsInfinite ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsKinematicObject() публичный Метод

public IsKinematicObject ( BulletBody obj ) : bool
obj BulletBody
Результат bool

IsNativeShape() публичный Метод

public IsNativeShape ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsNonMoving() публичный Метод

public IsNonMoving ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsPolyhedral() публичный Метод

public IsPolyhedral ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsSoftBody() публичный Метод

public IsSoftBody ( BulletShape shape ) : bool
shape BulletShape
Результат bool

IsStaticObject() публичный Метод

public IsStaticObject ( BulletBody obj ) : bool
obj BulletBody
Результат bool

IsStaticOrKinematicObject() публичный Метод

public IsStaticOrKinematicObject ( BulletBody obj ) : bool
obj BulletBody
Результат bool

PhysicsStep() публичный Метод

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
Результат int

PushUpdate() публичный Метод

public PushUpdate ( BulletBody obj ) : bool
obj BulletBody
Результат bool

RecalculateCompoundShapeLocalAabb() публичный Метод

public RecalculateCompoundShapeLocalAabb ( BulletShape shape ) : void
shape BulletShape
Результат void

RemoveChildShapeFromCompoundShape() публичный Метод

public RemoveChildShapeFromCompoundShape ( BulletShape shape, BulletShape removeShape ) : void
shape BulletShape
removeShape BulletShape
Результат void

RemoveChildShapeFromCompoundShapeIndex() публичный Метод

public RemoveChildShapeFromCompoundShapeIndex ( BulletShape shape, int indx ) : BulletShape
shape BulletShape
indx int
Результат BulletShape

RemoveConstraintFromWorld() публичный Метод

public RemoveConstraintFromWorld ( BulletWorld world, BulletConstraint constrain ) : bool
world BulletWorld
constrain BulletConstraint
Результат bool

RemoveConstraintRef() публичный Метод

public RemoveConstraintRef ( BulletBody obj, BulletConstraint constrain ) : void
obj BulletBody
constrain BulletConstraint
Результат void

RemoveFromCollisionFlags() публичный Метод

public RemoveFromCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
obj BulletBody
flags CollisionFlags
Результат CollisionFlags

RemoveObjectFromWorld() публичный Метод

public RemoveObjectFromWorld ( BulletWorld world, BulletBody obj ) : bool
world BulletWorld
obj BulletBody
Результат bool

ResetBroadphasePool() публичный Метод

public ResetBroadphasePool ( BulletWorld world ) : void
world BulletWorld
Результат void

ResetConstraintSolver() публичный Метод

public ResetConstraintSolver ( BulletWorld world ) : void
world BulletWorld
Результат void

SetActivationState() публичный Метод

public SetActivationState ( BulletBody obj, int state ) : void
obj BulletBody
state int
Результат void

SetAngularDamping() публичный Метод

public SetAngularDamping ( BulletBody obj, float ang_damping ) : void
obj BulletBody
ang_damping float
Результат void

SetAngularFactor() публичный Метод

public SetAngularFactor ( BulletBody obj, float factor ) : void
obj BulletBody
factor float
Результат void

SetAngularFactorV() публичный Метод

public SetAngularFactorV ( BulletBody obj, System.Vector3 factor ) : void
obj BulletBody
factor System.Vector3
Результат void

SetAngularLimits() публичный Метод

public SetAngularLimits ( BulletConstraint constrain, System.Vector3 low, System.Vector3 hi ) : bool
constrain BulletConstraint
low System.Vector3
hi System.Vector3
Результат bool

SetAngularVelocity() публичный Метод

public SetAngularVelocity ( BulletBody obj, System.Vector3 angularVelocity ) : void
obj BulletBody
angularVelocity System.Vector3
Результат void

SetAnisotripicFriction() публичный Метод

public SetAnisotripicFriction ( BulletConstraint constrain, System.Vector3 frict ) : System.Vector3
constrain BulletConstraint
frict System.Vector3
Результат System.Vector3

SetBreakingImpulseThreshold() публичный Метод

public SetBreakingImpulseThreshold ( BulletConstraint constrain, float threshold ) : bool
constrain BulletConstraint
threshold float
Результат bool

SetCcdMotionThreshold() публичный Метод

public SetCcdMotionThreshold ( BulletBody obj, float val ) : void
obj BulletBody
val float
Результат void

SetCcdSweptSphereRadius() публичный Метод

public SetCcdSweptSphereRadius ( BulletBody obj, float val ) : void
obj BulletBody
val float
Результат void

SetCenterOfMassByPosRot() публичный Метод

public SetCenterOfMassByPosRot ( BulletBody obj, System.Vector3 pos, Quaternion rot ) : void
obj BulletBody
pos System.Vector3
rot Quaternion
Результат void

SetCollisionFlags() публичный Метод

public SetCollisionFlags ( BulletBody obj, CollisionFlags flags ) : CollisionFlags
obj BulletBody
flags CollisionFlags
Результат CollisionFlags

SetCollisionGroupMask() публичный Метод

public SetCollisionGroupMask ( BulletBody body, uint filter, uint mask ) : bool
body BulletBody
filter uint
mask uint
Результат bool

SetCollisionShape() публичный Метод

public SetCollisionShape ( BulletWorld world, BulletBody obj, BulletShape shape ) : void
world BulletWorld
obj BulletBody
shape BulletShape
Результат void

SetConstraintEnable() публичный Метод

public SetConstraintEnable ( BulletConstraint constrain, float numericTrueFalse ) : void
constrain BulletConstraint
numericTrueFalse float
Результат void

SetConstraintNumSolverIterations() публичный Метод

public SetConstraintNumSolverIterations ( BulletConstraint constrain, float iterations ) : void
constrain BulletConstraint
iterations float
Результат void

SetConstraintParam() публичный Метод

public SetConstraintParam ( BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis ) : bool
constrain BulletConstraint
paramIndex ConstraintParams
value float
axis ConstraintParamAxis
Результат bool

SetContactProcessingThreshold() публичный Метод

public SetContactProcessingThreshold ( BulletBody obj, float val ) : void
obj BulletBody
val float
Результат void

SetDamping() публичный Метод

public SetDamping ( BulletBody obj, float lin_damping, float ang_damping ) : void
obj BulletBody
lin_damping float
ang_damping float
Результат void

SetDeactivationTime() публичный Метод

public SetDeactivationTime ( BulletBody obj, float dtime ) : void
obj BulletBody
dtime float
Результат void

SetForceUpdateAllAabbs() публичный Метод

public SetForceUpdateAllAabbs ( BulletWorld world, bool force ) : void
world BulletWorld
force bool
Результат void

SetFrames() публичный Метод

public SetFrames ( BulletConstraint constrain, System.Vector3 frameA, Quaternion frameArot, System.Vector3 frameB, Quaternion frameBrot ) : bool
constrain BulletConstraint
frameA System.Vector3
frameArot Quaternion
frameB System.Vector3
frameBrot Quaternion
Результат bool

SetFriction() публичный Метод

public SetFriction ( BulletBody obj, float val ) : void
obj BulletBody
val float
Результат void

SetGravity() публичный Метод

public SetGravity ( BulletBody obj, System.Vector3 val ) : void
obj BulletBody
val System.Vector3
Результат void

SetHitFraction() публичный Метод

public SetHitFraction ( BulletBody obj, float val ) : void
obj BulletBody
val float
Результат void

SetInterpolationAngularVelocity() публичный Метод

public SetInterpolationAngularVelocity ( BulletBody obj, System.Vector3 vel ) : void
obj BulletBody
vel System.Vector3
Результат void

SetInterpolationLinearVelocity() публичный Метод

public SetInterpolationLinearVelocity ( BulletBody obj, System.Vector3 vel ) : void
obj BulletBody
vel System.Vector3
Результат void

SetInterpolationVelocity() публичный Метод

public SetInterpolationVelocity ( BulletBody obj, System.Vector3 linearVel, System.Vector3 angularVel ) : void
obj BulletBody
linearVel System.Vector3
angularVel System.Vector3
Результат void

SetInvInertiaDiagLocal() публичный Метод

public SetInvInertiaDiagLocal ( BulletBody obj, System.Vector3 inert ) : void
obj BulletBody
inert System.Vector3
Результат void

SetLinearDamping() публичный Метод

public SetLinearDamping ( BulletBody obj, float lin_damping ) : void
obj BulletBody
lin_damping float
Результат void

SetLinearFactor() публичный Метод

public SetLinearFactor ( BulletBody obj, System.Vector3 factor ) : void
obj BulletBody
factor System.Vector3
Результат void

SetLinearLimits() публичный Метод

public SetLinearLimits ( BulletConstraint constrain, System.Vector3 low, System.Vector3 hi ) : bool
constrain BulletConstraint
low System.Vector3
hi System.Vector3
Результат bool

SetLinearVelocity() публичный Метод

public SetLinearVelocity ( BulletBody obj, System.Vector3 vel ) : void
obj BulletBody
vel System.Vector3
Результат void

SetLocalScaling() публичный Метод

public SetLocalScaling ( BulletShape shape, System.Vector3 scale ) : void
shape BulletShape
scale System.Vector3
Результат void

SetMargin() публичный Метод

public SetMargin ( BulletShape shape, float val ) : void
shape BulletShape
val float
Результат void

SetMassProps() публичный Метод

public SetMassProps ( BulletBody obj, float mass, System.Vector3 inertia ) : void
obj BulletBody
mass float
inertia System.Vector3
Результат void

SetObjectForce() публичный Метод

public SetObjectForce ( BulletBody obj, System.Vector3 force ) : void
obj BulletBody
force System.Vector3
Результат void

SetRestitution() публичный Метод

public SetRestitution ( BulletBody obj, float val ) : void
obj BulletBody
val float
Результат void

SetShapeCollisionMargin() публичный Метод

public SetShapeCollisionMargin ( BulletShape shape, float margin ) : void
shape BulletShape
margin float
Результат void

SetSleepingThresholds() публичный Метод

public SetSleepingThresholds ( BulletBody obj, float lin_threshold, float ang_threshold ) : void
obj BulletBody
lin_threshold float
ang_threshold float
Результат void

SetTranslation() публичный Метод

public SetTranslation ( BulletBody obj, System.Vector3 position, Quaternion rotation ) : void
obj BulletBody
position System.Vector3
rotation Quaternion
Результат void

SetUserPointer() публичный Метод

public SetUserPointer ( BulletBody obj, IntPtr val ) : void
obj BulletBody
val System.IntPtr
Результат void

Shutdown() публичный Метод

public Shutdown ( BulletWorld world ) : void
world BulletWorld
Результат void

SliderMotor() публичный Метод

public SliderMotor ( BulletConstraint constrain, int forceVel, int linAng, float val ) : bool
constrain BulletConstraint
forceVel int
linAng int
val float
Результат bool

SliderMotorEnable() публичный Метод

public SliderMotorEnable ( BulletConstraint constrain, int linAng, float numericTrueFalse ) : bool
constrain BulletConstraint
linAng int
numericTrueFalse float
Результат bool

SliderSet() публичный Метод

public SliderSet ( BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val ) : bool
constrain BulletConstraint
softRestDamp int
dirLimOrtho int
linAng int
val float
Результат bool

SliderSetLimits() публичный Метод

public SliderSetLimits ( BulletConstraint constrain, int lowerUpper, int linAng, float val ) : bool
constrain BulletConstraint
lowerUpper int
linAng int
val float
Результат bool

SpringEnable() публичный Метод

public SpringEnable ( BulletConstraint constrain, int index, float numericTrueFalse ) : bool
constrain BulletConstraint
index int
numericTrueFalse float
Результат bool

SpringSetDamping() публичный Метод

public SpringSetDamping ( BulletConstraint constrain, int index, float damping ) : bool
constrain BulletConstraint
index int
damping float
Результат bool

SpringSetEquilibriumPoint() публичный Метод

public SpringSetEquilibriumPoint ( BulletConstraint constrain, int index, float equilibriumPoint ) : bool
constrain BulletConstraint
index int
equilibriumPoint float
Результат bool

SpringSetStiffness() публичный Метод

public SpringSetStiffness ( BulletConstraint constrain, int index, float stiffnesss ) : bool
constrain BulletConstraint
index int
stiffnesss float
Результат bool

Translate() публичный Метод

public Translate ( BulletBody obj, System.Vector3 trans ) : void
obj BulletBody
trans System.Vector3
Результат void

TranslationalLimitMotor() публичный Метод

public TranslationalLimitMotor ( BulletConstraint constrain, float enable, float targetVel, float maxMotorForce ) : bool
constrain BulletConstraint
enable float
targetVel float
maxMotorForce float
Результат bool

UpdateAabbs() публичный Метод

public UpdateAabbs ( BulletWorld world ) : void
world BulletWorld
Результат void

UpdateChildTransform() публичный Метод

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

UpdateDeactivation() публичный Метод

public UpdateDeactivation ( BulletBody obj, float timeStep ) : void
obj BulletBody
timeStep float
Результат void

UpdateInertiaTensor() публичный Метод

public UpdateInertiaTensor ( BulletBody obj ) : void
obj BulletBody
Результат void

UpdateParameter() публичный Метод

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

UpdateSingleAabb() публичный Метод

public UpdateSingleAabb ( BulletWorld world, BulletBody obj ) : void
world BulletWorld
obj BulletBody
Результат void

UseFrameOffset() публичный Метод

public UseFrameOffset ( BulletConstraint constrain, float enable ) : bool
constrain BulletConstraint
enable float
Результат bool

WantsSleeping() публичный Метод

public WantsSleeping ( BulletBody obj ) : bool
obj BulletBody
Результат bool