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proto native int | dGetNumDynamicBodies (notnull IEntity worldEnt) |
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proto native IEntity | dGetDynamicBody (notnull IEntity worldEnt, int index) |
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proto native void | dSetInteractionLayer (notnull IEntity worldEntity, int mask1, int mask2, bool enable) |
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proto native bool | dGetInteractionLayer (notnull IEntity worldEntity, int mask1, int mask2) |
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proto native vector | dGetGravity (notnull IEntity worldEntity) |
| Gets global gravity. More...
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proto native void | dSetGravity (notnull IEntity worldEntity, vector g) |
| Changes global gravity. More...
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proto native void | dSetTimeSlice (notnull IEntity worldEntity, float timeSlice) |
| Changes fixed time-slice. Default is 1/40, thus simulation runs on 40fps. With smaller values, there is more precise simulation. More...
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proto bool | dBodyCreateStaticEx (notnull IEntity ent, PhysicsGeomDef geoms[]) |
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proto bool | dBodyCreateGhostEx (notnull IEntity ent, PhysicsGeomDef geoms[]) |
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proto bool | dBodyCreateDynamicEx (notnull IEntity ent, vector centerOfMass, float mass, PhysicsGeomDef geoms[]) |
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proto native void | dBodyDestroy (notnull IEntity ent) |
| Destroys attached physics body. More...
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proto native bool | dBodyIsSet (notnull IEntity ent) |
| Has the entity attached physics body? More...
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proto native void | dBodySetInteractionLayer (notnull IEntity ent, int mask) |
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proto native int | dBodyGetInteractionLayer (notnull IEntity ent) |
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proto native void | dBodySetGeomInteractionLayer (notnull IEntity ent, int index, int mask) |
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proto native int | dBodyGetGeomInteractionLayer (notnull IEntity ent, int index) |
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proto native void | dBodyActive (notnull IEntity ent, ActiveState activeState) |
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proto native void | dBodyDynamic (notnull IEntity ent, bool dynamic) |
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proto native bool | dBodyIsDynamic (notnull IEntity ent) |
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proto native bool | dBodyIsActive (notnull IEntity ent) |
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proto native bool | dBodyEnableGravity (notnull IEntity ent, bool enable) |
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proto native void | dBodySetDamping (notnull IEntity ent, float linearDamping, float angularDamping) |
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proto native void | dBodySetSleepingTreshold (notnull IEntity body, float linearTreshold, float angularTreshold) |
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proto native bool | dBodyIsSolid (notnull IEntity ent) |
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proto native void | dBodySetSolid (notnull IEntity ent, bool solid) |
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proto native void | dBodyEnableCCD (notnull IEntity body, float maxMotion, float sphereCastRadius) |
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proto native void | dBodySetLinearFactor (notnull IEntity body, vector linearFactor) |
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proto native vector | dBodyGetCenterOfMass (notnull IEntity body) |
| returns center of mass offset More...
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proto native vector | GetVelocity (notnull IEntity ent) |
| Returns linear velocity. More...
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proto native void | SetVelocity (notnull IEntity ent, vector vel) |
| Sets linear velocity (for Rigid bodies) More...
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proto native dBlock | dBodyCollisionBlock (notnull IEntity ent1, notnull IEntity ent2) |
| Disables collisions between two entities. More...
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proto native void | dBodyRemoveBlock (notnull IEntity worldEntity, dBlock block) |
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proto native void | dBodySetInertiaTensorV (notnull IEntity body, vector v) |
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proto native void | dBodySetInertiaTensorM (notnull IEntity body, vector m[3]) |
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proto native float | dBodyGetMass (notnull IEntity ent) |
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proto native void | dBodySetMass (notnull IEntity body, float mass) |
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proto native void | dBodyApplyTorqueImpulse (notnull IEntity ent, vector torqueImpulse) |
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proto native vector | dBodyGetInvInertiaDiagLocal (notnull IEntity ent) |
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proto native float | dBodyComputeImpulseDenominator (notnull IEntity ent, vector position, vector normal) |
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proto native float | dBodyComputeAngularImpulseDenominator (notnull IEntity ent, vector axis) |
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proto native vector | dBodyGetLocalInertia (notnull IEntity ent) |
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proto void | dBodyGetInvInertiaTensorWorld (notnull IEntity body, out vector inertiaTensorWS[3]) |
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proto void | dBodyApplyImpulseAt (notnull IEntity body, vector impulse, vector pos) |
| Applies impuls on a pos position in world coordinates. More...
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proto void | dBodyApplyImpulse (notnull IEntity body, vector impulse) |
| Applies impuls on a rigidbody (origin) More...
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proto void | dBodyApplyForce (notnull IEntity body, vector force) |
| Applies constant force on a rigidbody (origin) More...
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proto void | dBodyApplyForceAt (notnull IEntity body, vector pos, vector force) |
| Applies constant force on a position. More...
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proto native void | dBodyApplyTorque (notnull IEntity body, vector torque) |
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proto vector | dBodyGetAngularVelocity (notnull IEntity body) |
| Gets angular velocity for a rigidbody. More...
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proto void | dBodySetAngularVelocity (notnull IEntity body, vector angvel) |
| Changed an angular velocity. More...
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proto native void | dBodySetTargetMatrix (notnull IEntity body, vector matrix[4], float timeslice) |
| Sets target transformation. If timeslice == dt (simulation step delta time), it will happen in next step, otherwise in time = timeslice. More...
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proto native float | dBodyGetKineticEnergy (notnull IEntity body) |
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proto native vector | dBodyGetVelocityAt (notnull IEntity body, vector globalpos) |
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proto native dGeom | dGeomCreateBox (vector size) |
| Creates box geometry. More...
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proto native dGeom | dGeomCreateSphere (float radius) |
| Creates sphere geometry. More...
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proto native dGeom | dGeomCreateCapsule (float radius, vector extent) |
| Creates capsule geometry. More...
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proto native dGeom | dGeomCreateCylinder (float radius, vector extent) |
| Creates cylinder geometry. More...
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proto native void | dGeomDestroy (dGeom geom) |
| Destroys geometry. More...
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proto native int | dBodyGetGeom (notnull IEntity ent, string name) |
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proto native int | dBodyGetNumGeoms (notnull IEntity ent) |
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proto native dJoint | dJointCreateHinge (notnull IEntity ent1, notnull IEntity ent2, vector point1, vector axis1, vector point2, vector axis2, bool block, float breakThreshold) |
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proto native dJoint | dJointCreateHinge2 (notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold) |
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proto native dJoint | dJointCreateSlider (notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold) |
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proto native dJoint | dJointCreateBallSocket (notnull IEntity ent1, notnull IEntity ent2, vector point1, vector point2, bool block, float breakThreshold) |
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proto native dJoint | dJointCreateFixed (notnull IEntity ent1, notnull IEntity ent2, vector point1, vector point2, bool block, float breakThreshold) |
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proto native dJoint | dJointCreateConeTwist (notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold) |
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proto native dJoint | dJointCreate6DOF (notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold) |
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proto native dJoint | dJointCreate6DOFSpring (notnull IEntity ent1, notnull IEntity ent2, vector matrix1[4], vector matrix2[4], bool block, float breakThreshold) |
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proto native void | dJointDestroy (dJoint joint) |
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proto native void | dJointHingeSetLimits (dJoint joint, float low, float high, float softness, float biasFactor, float relaxationFactor) |
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proto native void | dJointHingeSetAxis (dJoint joint, vector axis) |
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proto native void | dJointHingeSetMotorTargetAngle (dJoint joint, float angle, float dt, float maxImpulse) |
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proto native void | dJointConeTwistSetAngularOnly (dJoint joint, bool angularOnly) |
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proto native void | dJointConeTwistSetLimit (dJoint joint, int limitIndex, float limitValue) |
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proto native void | dJointConeTwistSetLimits (dJoint joint, float _swingSpan1, float _swingSpan2, float _twistSpan, float _softness, float _biasFactor, float _relaxationFactor) |
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proto native void | dJoint6DOFSetLinearLimits (dJoint joint, vector linearLower, vector linearUpper) |
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proto native void | dJoint6DOFSetAngularLimits (dJoint joint, vector angularLower, vector angularUpper) |
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proto native void | dJoint6DOFSetLimit (dJoint joint, int axis, float lo, float hi) |
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proto native void | dJoint6DOFSpringSetSpring (dJoint joint, int axis, float stiffness, float damping) |
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proto native void | dJointSliderSetLinearLimits (dJoint joint, float lowerLimit, float upperLimit) |
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proto native void | dJointSliderSetAngularLimits (dJoint joint, float lowerLimit, float upperLimit) |
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proto native void | dJointSliderSetDirLinear (dJoint joint, float softness, float restitution, float damping) |
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proto native void | dJointSliderSetDirAngular (dJoint joint, float softness, float restitution, float damping) |
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proto native void | dJointSliderSetLimLinear (dJoint joint, float softness, float restitution, float damping) |
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proto native void | dJointSliderSetLimAngular (dJoint joint, float softness, float restitution, float damping) |
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proto native void | dJointSliderSetOrthoLinear (dJoint joint, float softness, float restitution, float damping) |
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proto native void | dJointSliderSetOrthoAngular (dJoint joint, float softness, float restitution, float damping) |
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proto native void | dJointSliderSetLinearMotor (dJoint joint, float velocity, float force) |
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proto native void | dJointSliderSetAngularMotor (dJoint joint, float velocity, float force) |
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proto native float | dJointSliderGetLinearPos (dJoint joint) |
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proto native float | dJointSliderGetAngularPos (dJoint joint) |
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