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Public Member Functions | Static Public Member Functions | Protected Member Functions | List of all members
SharpKmyPhysics.PhysicsObject Class Reference
Inheritance diagram for SharpKmyPhysics.PhysicsObject:

Public Member Functions

 PhysicsObject ()
 
 PhysicsObject (IntPtr obj)
 
void Dispose ()
 
void clearPhysics ()
 
void setFellowId (int id)
 
void setLocalMatrix (SharpKmyMath.Matrix4 mtx)
 
void setLocalMatrixWithoutScale (SharpKmyMath.Matrix4 mtx)
 
void setTranslate (SharpKmyMath.Vector3 trans)
 
void setRotate (SharpKmyMath.Quat q)
 
void setScale (SharpKmyMath.Vector3 scale)
 
void setRigidBody (RigidBody rb, SharpKmyMath.Matrix4 offset)
 
void addRigidBody (RigidBody rb, string nodename, SharpKmyMath.Matrix4 offset, string objname, bool controlRigidBody)
 
void addCollider (Collider cd, string nodename, SharpKmyMath.Matrix4 offset, string objname)
 
void addSixDofConstraint (string nameA, string nameB, SharpKmyMath.Vector3 worldPivot, SharpKmyMath.Vector3 lowerSlideLimit, SharpKmyMath.Vector3 upperSlideLimit, SharpKmyMath.Vector3 lowerAngularLimit, SharpKmyMath.Vector3 upperAngularLimit, bool[] spring, float[] stiffnes, float[] damping)
 
void resetRigidBodyPosition ()
 
SharpKmyMath.Matrix4 getNodeWorldMatrix (string name)
 
RigidBody getRigidBody (string name)
 
Collider getCollider (string name)
 
void setDisplayID (UInt32 displayID)
 
void setParent (PhysicsObject parent, string nodename)
 
void updateMatrix ()
 
SharpKmyMath.Matrix4 getWorldMatrix ()
 
void enable ()
 
void disable ()
 
void activate ()
 
bool isEnableSelf ()
 
bool isEnableInHierarchy ()
 

Static Public Member Functions

static void addInactiveDisplayID (UInt32 id)
 
static void removeInactiveDisplayID (UInt32 id)
 
static void clearInactiveDisplayID ()
 

Protected Member Functions

virtual void Dispose (bool disposing)
 

Constructor & Destructor Documentation

◆ PhysicsObject() [1/2]

SharpKmyPhysics.PhysicsObject.PhysicsObject ( )

◆ PhysicsObject() [2/2]

SharpKmyPhysics.PhysicsObject.PhysicsObject ( IntPtr  obj)

Member Function Documentation

◆ activate()

void SharpKmyPhysics.PhysicsObject.activate ( )

◆ addCollider()

void SharpKmyPhysics.PhysicsObject.addCollider ( Collider  cd,
string  nodename,
SharpKmyMath.Matrix4  offset,
string  objname 
)

◆ addInactiveDisplayID()

static void SharpKmyPhysics.PhysicsObject.addInactiveDisplayID ( UInt32  id)
static

◆ addRigidBody()

void SharpKmyPhysics.PhysicsObject.addRigidBody ( RigidBody  rb,
string  nodename,
SharpKmyMath.Matrix4  offset,
string  objname,
bool  controlRigidBody 
)

◆ addSixDofConstraint()

void SharpKmyPhysics.PhysicsObject.addSixDofConstraint ( string  nameA,
string  nameB,
SharpKmyMath.Vector3  worldPivot,
SharpKmyMath.Vector3  lowerSlideLimit,
SharpKmyMath.Vector3  upperSlideLimit,
SharpKmyMath.Vector3  lowerAngularLimit,
SharpKmyMath.Vector3  upperAngularLimit,
bool[]  spring,
float[]  stiffnes,
float[]  damping 
)

◆ clearInactiveDisplayID()

static void SharpKmyPhysics.PhysicsObject.clearInactiveDisplayID ( )
static

◆ clearPhysics()

void SharpKmyPhysics.PhysicsObject.clearPhysics ( )

◆ disable()

void SharpKmyPhysics.PhysicsObject.disable ( )

◆ Dispose() [1/2]

void SharpKmyPhysics.PhysicsObject.Dispose ( )

◆ Dispose() [2/2]

virtual void SharpKmyPhysics.PhysicsObject.Dispose ( bool  disposing)
protectedvirtual

◆ enable()

void SharpKmyPhysics.PhysicsObject.enable ( )

◆ getCollider()

Collider SharpKmyPhysics.PhysicsObject.getCollider ( string  name)

◆ getNodeWorldMatrix()

SharpKmyMath.Matrix4 SharpKmyPhysics.PhysicsObject.getNodeWorldMatrix ( string  name)

◆ getRigidBody()

RigidBody SharpKmyPhysics.PhysicsObject.getRigidBody ( string  name)

◆ getWorldMatrix()

SharpKmyMath.Matrix4 SharpKmyPhysics.PhysicsObject.getWorldMatrix ( )

◆ isEnableInHierarchy()

bool SharpKmyPhysics.PhysicsObject.isEnableInHierarchy ( )

◆ isEnableSelf()

bool SharpKmyPhysics.PhysicsObject.isEnableSelf ( )

◆ removeInactiveDisplayID()

static void SharpKmyPhysics.PhysicsObject.removeInactiveDisplayID ( UInt32  id)
static

◆ resetRigidBodyPosition()

void SharpKmyPhysics.PhysicsObject.resetRigidBodyPosition ( )

◆ setDisplayID()

void SharpKmyPhysics.PhysicsObject.setDisplayID ( UInt32  displayID)

◆ setFellowId()

void SharpKmyPhysics.PhysicsObject.setFellowId ( int  id)

◆ setLocalMatrix()

void SharpKmyPhysics.PhysicsObject.setLocalMatrix ( SharpKmyMath.Matrix4  mtx)

◆ setLocalMatrixWithoutScale()

void SharpKmyPhysics.PhysicsObject.setLocalMatrixWithoutScale ( SharpKmyMath.Matrix4  mtx)

◆ setParent()

void SharpKmyPhysics.PhysicsObject.setParent ( PhysicsObject  parent,
string  nodename 
)

◆ setRigidBody()

void SharpKmyPhysics.PhysicsObject.setRigidBody ( RigidBody  rb,
SharpKmyMath.Matrix4  offset 
)

◆ setRotate()

void SharpKmyPhysics.PhysicsObject.setRotate ( SharpKmyMath.Quat  q)

◆ setScale()

void SharpKmyPhysics.PhysicsObject.setScale ( SharpKmyMath.Vector3  scale)

◆ setTranslate()

void SharpKmyPhysics.PhysicsObject.setTranslate ( SharpKmyMath.Vector3  trans)

◆ updateMatrix()

void SharpKmyPhysics.PhysicsObject.updateMatrix ( )