Разделы | |
| RigidBody API | |
Структуры данных | |
| class | Contact |
| class | Physics |
| class | Physics6DOFJoint |
| class | Physics6DOFSpringJoint |
| class | PhysicsBallSocketJoint |
| class | PhysicsBlock |
| class | PhysicsConeTwistJoint |
| class | PhysicsFixedJoint |
| class | PhysicsGeom |
| class | PhysicsGeomDef |
| class | PhysicsHingeJoint |
| class | PhysicsJoint |
| class | PhysicsSliderJoint |
| class | PhysicsWorld |
| class | SurfaceProperties |
Определения типов | |
| typedef int[] | Physics |
| typedef int[] | Physics6DOFJoint |
| typedef int[] | Physics6DOFSpringJoint |
| typedef int[] | PhysicsBallSocketJoint |
| typedef int[] | PhysicsBlock |
| typedef int[] | PhysicsConeTwistJoint |
| typedef int[] | PhysicsFixedJoint |
| typedef PhysicsGeom | dGeom |
| typedef int[] | PhysicsGeom |
| typedef int[] | PhysicsHingeJoint |
| typedef int[] | PhysicsJoint |
| typedef int[] | PhysicsSliderJoint |
| typedef int[] | SurfaceProperties |
| typedef int[] | dJoint |
| typedef int[] | dBlock |
Перечисления | |
| enum | ActiveState { INACTIVE , ACTIVE , ALWAYS_ACTIVE , INACTIVE , ACTIVE , ALWAYS_ACTIVE } |
| enum | ActiveState { INACTIVE , ACTIVE , ALWAYS_ACTIVE , INACTIVE , ACTIVE , ALWAYS_ACTIVE } |
| enum | SimulationState { NONE = -1 , COLLISION , SIMULATION , NONE = -1 , COLLISION , SIMULATION } |
| enum | SimulationState { NONE = -1 , COLLISION , SIMULATION , NONE = -1 , COLLISION , SIMULATION } |
Функции | |
| proto native int | dGetNumDynamicBodies (notnull IEntity worldEnt) |
| proto native IEntity | dGetDynamicBody (notnull IEntity worldEnt, int index) |
| proto native void | dSetInteractionLayer (notnull IEntity worldEntity, int mask1, int mask2, bool enable) |
| proto native bool | dGetInteractionLayer (notnull IEntity worldEntity, int mask1, int mask2) |
| proto native vector | dGetGravity (notnull IEntity worldEntity) |
| Gets global gravity. | |
| proto native void | dSetGravity (notnull IEntity worldEntity, vector g) |
| Changes global gravity. | |
| 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. | |