C# Класс Universe.Physics.BulletSPlugin.BSAPIXNA

Наследование: BSAPITemplate
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Private Properties

Свойство Тип Описание
GetDebugProperties EntityProperties
Initialize2 DiscreteDynamicsWorld
PhysicsStep2 int
PhysicsStepint int
RecordCollision void

Открытые методы

Метод Описание
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

Приватные методы

Метод Описание
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

Описание методов

Activate() публичный Метод

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

AddChildShapeToCompoundShape() публичный Метод

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

AddConstraintRef() публичный Метод

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

AddConstraintToWorld() публичный Метод

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

AddObjectToWorld() публичный Метод

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

AddToCollisionFlags() публичный Метод

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

ApplyCentralForce() публичный Метод

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

ApplyCentralImpulse() публичный Метод

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

ApplyDamping() публичный Метод

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

ApplyForce() публичный Метод

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

ApplyGravity() публичный Метод

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

ApplyImpulse() публичный Метод

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

ApplyTorque() публичный Метод

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

ApplyTorqueImpulse() публичный Метод

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

BSAPIXNA() публичный Метод

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

BSShapeTypeFromBroadPhaseNativeType() публичный Метод

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

BuildCapsuleShape() публичный Метод

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

CalculateLocalInertia() публичный Метод

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

CalculateTransforms() публичный Метод

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

ClearAllForces() публичный Метод

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

ClearCollisionProxyCache() публичный Метод

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

ClearForces() публичный Метод

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

Create6DofConstraint() публичный Метод

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
Результат BulletConstraint

Create6DofConstraintFixed() публичный Метод

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
Результат BulletConstraint

Create6DofConstraintToPoint() публичный Метод

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
Результат BulletConstraint

Create6DofSpringConstraint() публичный Метод

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
Результат BulletConstraint

CreateBodyFromShape() публичный Метод

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
Результат BulletBody

CreateBodyWithDefaultMotionState() публичный Метод

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

CreateCompoundShape() публичный Метод

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

CreateConeTwistConstraint() публичный Метод

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
Результат BulletConstraint

CreateConvexHullShape() публичный Метод

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

CreateGImpactShape() публичный Метод

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

CreateGearConstraint() публичный Метод

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
Результат BulletConstraint

CreateGhostFromShape() публичный Метод

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
Результат BulletBody

CreateGroundPlaneShape() публичный Метод

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

CreateHingeConstraint() публичный Метод

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
Результат BulletConstraint

CreateHullShape() публичный Метод

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

CreateMeshShape() публичный Метод

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

CreatePoint2PointConstraint() публичный Метод

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
Результат BulletConstraint

CreateSliderConstraint() публичный Метод

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
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 pWorld, BulletShape pShape ) : bool
pWorld BulletWorld
pShape BulletShape
Результат bool

DestroyConstraint() публичный Метод

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

DestroyObject() публичный Метод

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

DumpRaw() публичный статический Метод

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

DumpRaw() публичный статический Метод

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

DuplicateCollisionShape() публичный Метод

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

ForceActivationState() публичный Метод

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

GetActivationState() публичный Метод

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

GetAngularDamping() публичный Метод

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

GetAngularFactor() публичный Метод

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

GetAngularMotionDisc() публичный Метод

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

GetAngularVelocity() публичный Метод

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

GetAnisotripicFriction() публичный Метод

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

GetBodyType() публичный Метод

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

GetCcdMotionThreshold() публичный Метод

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

GetCcdSweptSphereRadius() публичный Метод

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

GetChildShapeFromCompoundShapeIndex() публичный Метод

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

GetCollisionFlags() публичный Метод

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

GetCollisionShape() публичный Метод

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

GetConstraintRef() публичный Метод

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

GetContactBreakingThreshold() публичный Метод

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

GetContactProcessingThreshold() публичный Метод

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

GetDeactivationTime() публичный Метод

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

GetForceUpdateAllAabbs() публичный Метод

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

GetFriction() публичный Метод

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

GetGravity() публичный Метод

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

GetHitFraction() публичный Метод

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

GetInvInertiaDiagLocal() публичный Метод

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

GetLinearDamping() публичный Метод

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

GetLinearFactor() публичный Метод

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

GetLinearSleepingThreshold() публичный Метод

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

GetLinearVelocity() публичный Метод

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

GetLocalScaling() публичный Метод

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

GetMargin() публичный Метод

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

GetNumConstraintRefs() публичный Метод

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

GetNumberOfCompoundChildren() публичный Метод

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

GetOrientation() публичный Метод

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

GetPosition() публичный Метод

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

GetRestitution() публичный Метод

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

GetShapeType() публичный Метод

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

GetTotalForce() публичный Метод

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

GetTotalTorque() публичный Метод

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

GetUserPointer() публичный Метод

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

GetVelocityInLocalPoint() публичный Метод

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

HasAnisotripicFriction() публичный Метод

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

HasContactResponse() публичный Метод

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

HingeSetLimits() публичный Метод

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
Результат bool

Initialize() публичный Метод

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
Результат BulletWorld

IsActive() публичный Метод

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

IsCompound() публичный Метод

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

IsConcave() публичный Метод

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

IsConvex() публичный Метод

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

IsConvex2d() публичный Метод

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

IsInWorld() публичный Метод

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

IsInfinite() публичный Метод

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

IsKinematicObject() публичный Метод

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

IsNativeShape() публичный Метод

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

IsNonMoving() публичный Метод

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

IsPolyhedral() публичный Метод

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

IsSoftBody() публичный Метод

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

IsStaticObject() публичный Метод

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

IsStaticOrKinematicObject() публичный Метод

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

RayCastGround() публичный Метод

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

RecalculateCompoundShapeLocalAabb() публичный Метод

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

RecordGhostCollisions() публичный Метод

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

RemoveChildShapeFromCompoundShape() публичный Метод

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

RemoveChildShapeFromCompoundShapeIndex() публичный Метод

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

RemoveConstraintFromWorld() публичный Метод

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

RemoveConstraintRef() публичный Метод

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

RemoveFromCollisionFlags() публичный Метод

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

RemoveObjectFromWorld() публичный Метод

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

SetActivationState() публичный Метод

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

SetAngularDamping() публичный Метод

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

SetAngularFactor() публичный Метод

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

SetAngularFactorV() публичный Метод

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

SetAngularLimits() публичный Метод

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

SetAngularVelocity() публичный Метод

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

SetAnisotripicFriction() публичный Метод

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

SetBreakingImpulseThreshold() публичный Метод

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

SetCcdMotionThreshold() публичный Метод

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

SetCcdSweptSphereRadius() публичный Метод

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

SetCenterOfMassByPosRot() публичный Метод

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

SetCollisionFlags() публичный Метод

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

SetCollisionGroupMask() публичный Метод

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

SetCollisionShape() публичный Метод

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

SetConstraintEnable() публичный Метод

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

SetConstraintNumSolverIterations() публичный Метод

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

SetConstraintParam() публичный Метод

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

SetContactProcessingThreshold() публичный Метод

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

SetDamping() публичный Метод

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

SetDeactivationTime() публичный Метод

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

SetForceUpdateAllAabbs() публичный Метод

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

SetFrames() публичный Метод

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

SetFriction() публичный Метод

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

SetGravity() публичный Метод

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

SetHitFraction() публичный Метод

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

SetInterpolationAngularVelocity() публичный Метод

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

SetInterpolationLinearVelocity() публичный Метод

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

SetInterpolationVelocity() публичный Метод

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

SetInvInertiaDiagLocal() публичный Метод

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

SetLinearDamping() публичный Метод

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

SetLinearFactor() публичный Метод

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

SetLinearLimits() публичный Метод

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

SetLinearVelocity() публичный Метод

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

SetLocalScaling() публичный Метод

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

SetMargin() публичный Метод

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

SetMassProps() публичный Метод

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

SetObjectForce() публичный Метод

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

SetRestitution() публичный Метод

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

SetShapeCollisionMargin() публичный Метод

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

SetSleepingThresholds() публичный Метод

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

SetTranslation() публичный Метод

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

SetUserPointer() публичный Метод

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

Shutdown() публичный Метод

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

SliderMotor() публичный Метод

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

SliderMotorEnable() публичный Метод

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

SliderSet() публичный Метод

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

SliderSetLimits() публичный Метод

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

SpringEnable() публичный Метод

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

SpringSetDamping() публичный Метод

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

SpringSetEquilibriumPoint() публичный Метод

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

SpringSetStiffness() публичный Метод

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

Translate() публичный Метод

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

TranslationalLimitMotor() публичный Метод

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

UpdateAabbs() публичный Метод

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

UpdateChildTransform() публичный Метод

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

UpdateDeactivation() публичный Метод

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

UpdateInertiaTensor() публичный Метод

public UpdateInertiaTensor ( BulletBody pBody ) : void
pBody 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 pWorld, BulletBody pCollisionObject ) : void
pWorld BulletWorld
pCollisionObject BulletBody
Результат void

UseFrameOffset() публичный Метод

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

WantsSleeping() публичный Метод

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