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Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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Topics | |
| RigidBody API | |
Data Structures | |
| class | Contact |
| Output structure for reporting collisions. More... | |
| class | Physics |
| class | Physics6DOFJoint |
| class | Physics6DOFSpringJoint |
| class | PhysicsBallSocketJoint |
| class | PhysicsBlock |
| class | PhysicsConeTwistJoint |
| class | PhysicsFixedJoint |
| class | PhysicsGeom |
| class | PhysicsGeomDef |
| Geometry element properties. More... | |
| class | PhysicsHingeJoint |
| class | PhysicsJoint |
| class | PhysicsSliderJoint |
| class | PhysicsWorld |
| Physical simulation of the world. More... | |
| class | SurfaceProperties |
Typedefs | |
| typedef int[] | dBlock |
| typedef PhysicsGeom | dGeom |
| Geometric shapes relevant for physics simulation. | |
| typedef int[] | dJoint |
| typedef int[] | Physics |
| Wrapper over a physics simulation of an entity. | |
| typedef int[] | Physics6DOFJoint |
| 6 DOF joint simulation. | |
| typedef int[] | Physics6DOFSpringJoint |
| 6 DOF spring joint simulation. | |
| typedef int[] | PhysicsBallSocketJoint |
| Ball socket joint simulation. | |
| typedef int[] | PhysicsBlock |
| Disables collisions between two entities. | |
| typedef int[] | PhysicsConeTwistJoint |
| Cone twist joint simulation. | |
| typedef int[] | PhysicsFixedJoint |
| Fixed joint simulation. | |
| typedef int[] | PhysicsGeom |
| typedef int[] | PhysicsHingeJoint |
| Hinge joint simulation. | |
| typedef int[] | PhysicsJoint |
| Wrapper over joint simulation. | |
| typedef int[] | PhysicsSliderJoint |
| Slider joint simulation. | |
| typedef int[] | SurfaceProperties |
| General surface properties. | |
Enumerations | |
| enum | ActiveState { INACTIVE , ACTIVE , ALWAYS_ACTIVE , INACTIVE , ACTIVE , ALWAYS_ACTIVE } |
| Activation state of the physics controller in the physics world. More... | |
| enum | ActiveState { INACTIVE , ACTIVE , ALWAYS_ACTIVE , INACTIVE , ACTIVE , ALWAYS_ACTIVE } |
| enum | SimulationState { NONE = -1 , COLLISION , SIMULATION , NONE = -1 , COLLISION , SIMULATION } |
| State/presence of the physics controller in physics world. More... | |
| enum | SimulationState { NONE = -1 , COLLISION , SIMULATION , NONE = -1 , COLLISION , SIMULATION } |
Functions | |
| proto native IEntity | dGetDynamicBody (notnull IEntity worldEnt, int index) |
| proto native vector | dGetGravity (notnull IEntity worldEntity) |
| Gets global gravity. | |
| proto native bool | dGetInteractionLayer (notnull IEntity worldEntity, int mask1, int mask2) |
| proto native int | dGetNumDynamicBodies (notnull IEntity worldEnt) |
| proto native void | dSetGravity (notnull IEntity worldEntity, vector g) |
| Changes global gravity. | |
| proto native void | dSetInteractionLayer (notnull IEntity worldEntity, int mask1, int mask2, bool enable) |
| 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. | |
Definition at line 7 of file enphysics.c.
| typedef PhysicsGeom dGeom |
Geometric shapes relevant for physics simulation.
Definition at line 9 of file physicsgeom.c.
Definition at line 6 of file enphysics.c.
| typedef int [] Physics |
Wrapper over a physics simulation of an entity.
The entity is capable of the physics simulation only when such object exists (see IEntity.GetPhysics). Two main types of physics bodies are static and dynamic. Static bodies are represented by a collision object and dynamic bodies by a rigid body. This means certain methods make sense only when dealing with a dynamic physics body, e.g., Physics.GetVelocity, Physics.ApplyImpulse.
Physics bodies rely on physics geometries to support collisions or casting. In general a physics body can be made out of multiply physics geometries. Certain methods allow to work with a specific physics geometry (via geometry index).
| typedef int [] Physics6DOFJoint |
6 DOF joint simulation.
The first 3 DOF axes represent linear motion (translation) and the latter 3 DOF axes represent angular motion. Each axis can be configured to be either free, locked or limited. All axes are locked initially. Some combinations can lead to an undefined behavior.
Configuration of the axes:
Ranges of the angular limits:
Definition at line 23 of file physics6dofjoint.c.
| typedef int [] Physics6DOFSpringJoint |
6 DOF spring joint simulation.
Definition at line 9 of file physics6dofspringjoint.c.
| typedef int [] PhysicsBallSocketJoint |
Ball socket joint simulation.
Definition at line 9 of file physicsballsocketjoint.c.
| typedef int [] PhysicsBlock |
Disables collisions between two entities.
Definition at line 9 of file physicsblock.c.
| typedef int [] PhysicsConeTwistJoint |
Cone twist joint simulation.
Definition at line 9 of file physicsconetwistjoint.c.
| typedef int [] PhysicsFixedJoint |
Fixed joint simulation.
Definition at line 9 of file physicsfixedjoint.c.
| typedef int [] PhysicsGeom |
Definition at line 10 of file physicsgeom.c.
| typedef int [] PhysicsHingeJoint |
Hinge joint simulation.
Definition at line 9 of file physicshingejoint.c.
| typedef int [] PhysicsJoint |
Wrapper over joint simulation.
Definition at line 21 of file physicsjoint.c.
| typedef int [] PhysicsSliderJoint |
Slider joint simulation.
Definition at line 9 of file physicssliderjoint.c.
| typedef int [] SurfaceProperties |
General surface properties.
Definition at line 9 of file surfaceproperties.c.
| enum ActiveState |
Activation state of the physics controller in the physics world.
Definition at line 9 of file activestate.c.
| enum ActiveState |
Definition at line 9 of file activestate.c.
| enum SimulationState |
State/presence of the physics controller in physics world.
When it's created as static, only SimulationState::NONE or SimulationState::COLLISION can be used. For dynamic ones, there is also SimulationState::SIMULATION for full dynamic simulation.
| Enumerator | |
|---|---|
| NONE | body is not in simulation, nor in collision world No automatic destroying. Flags to pass to ParticleSource.StopParticle. Plain Effect base. No flags |
| COLLISION | body is in collision world, but it's not simulated |
| SIMULATION | dynamic bodies are colliding and are simulated |
| NONE | body is not in simulation, nor in collision world No automatic destroying. Flags to pass to ParticleSource.StopParticle. Plain Effect base. No flags |
| COLLISION | body is in collision world, but it's not simulated |
| SIMULATION | dynamic bodies are colliding and are simulated |
Definition at line 12 of file simulationstate.c.
| enum SimulationState |
| Enumerator | |
|---|---|
| NONE | body is not in simulation, nor in collision world No automatic destroying. Flags to pass to ParticleSource.StopParticle. Plain Effect base. No flags |
| COLLISION | body is in collision world, but it's not simulated |
| SIMULATION | dynamic bodies are colliding and are simulated |
| NONE | body is not in simulation, nor in collision world No automatic destroying. Flags to pass to ParticleSource.StopParticle. Plain Effect base. No flags |
| COLLISION | body is in collision world, but it's not simulated |
| SIMULATION | dynamic bodies are colliding and are simulated |
Definition at line 12 of file simulationstate.c.
Referenced by EntityAI::IsIgnoredObject().
| proto native void dSetInteractionLayer | ( | notnull IEntity | worldEntity, |
| int | mask1, | ||
| int | mask2, | ||
| bool | enable ) |