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公開メンバ関数 | 全メンバ一覧
SharpKmyPhysics::RigidBody クラス

#include <RigidBody.h>

SharpKmyPhysics::RigidBody の継承関係図
SharpKmyPhysics::PhysicsNode

公開メンバ関数

 RigidBody (kmyPhysics::RigidBody *p)
 
void activate (bool flg)
 
SharpKmyMath::Vector3 getLinearVelocity ()
 
void setLinearVelocity (SharpKmyMath::Vector3 v)
 
void setLinearVelocity (SharpKmyMath::Vector3 v, SharpKmyMath::Vector3 mask)
 
void setLinearFactor (SharpKmyMath::Vector3 v)
 
void setPositionDamping (float d)
 
void setAngularVelocity (SharpKmyMath::Vector3 v)
 
void setAngularFactor (SharpKmyMath::Vector3 v)
 
void setAngularDamping (float d)
 
void applyForce (SharpKmyMath::Vector3 v, SharpKmyMath::Vector3 pos)
 
void applyTorque (SharpKmyMath::Vector3 v)
 
void applyImpulse (SharpKmyMath::Vector3 v, SharpKmyMath::Vector3 pos)
 
void applyCentralForce (SharpKmyMath::Vector3 v)
 
void applyCentralImpulse (SharpKmyMath::Vector3 v)
 
float getGravity ()
 
void setGravity (SharpKmyMath::Vector3 g)
 
void setMass (f32 mass, SharpKmyMath::Vector3 inertia)
 
void clearForces ()
 
void disableDeactivate ()
 
void setCustomDebugColor (float r, float g, float b)
 
void setDebugVisibilityMask (u32 mask)
 
- 基底クラス SharpKmyPhysics::PhysicsNode に属する継承公開メンバ関数
void setRestitution (f32 val)
 
void setFriction (f32 val)
 
void setName (System::String^ name)
 
void setWorldMatrix (SharpKmyMath::Matrix4 mtx)
 
void setNotifyTarget (PhysicsNotifyTarget ^tgt)
 
void setFellowId (int id)
 
void setFilterMask (unsigned short m)
 
void setFilterGroup (unsigned short m)
 
void setIgnoreFromRaycast (bool f)
 
void enable ()
 
void disable ()
 
bool isEnabled ()
 
PhysicsNotifyTarget getNotifyTarget ()
 
System::String getName ()
 
SharpKmyMath::Matrix4 getWorldMatrix ()
 
PhysicsBase getPhysicsBase ()
 

その他の継承メンバ

- 基底クラス SharpKmyPhysics::PhysicsNode に属する継承公開変数類
kmyPhysics::PhysicsNode * obj = nullptr
 

構築子と解体子

◆ RigidBody()

SharpKmyPhysics::RigidBody::RigidBody ( kmyPhysics::RigidBody *  p)

メソッド詳解

◆ activate()

void SharpKmyPhysics::RigidBody::activate ( bool  flg)

◆ applyCentralForce()

void SharpKmyPhysics::RigidBody::applyCentralForce ( SharpKmyMath::Vector3  v)

◆ applyCentralImpulse()

void SharpKmyPhysics::RigidBody::applyCentralImpulse ( SharpKmyMath::Vector3  v)

◆ applyForce()

void SharpKmyPhysics::RigidBody::applyForce ( SharpKmyMath::Vector3  v,
SharpKmyMath::Vector3  pos 
)

◆ applyImpulse()

void SharpKmyPhysics::RigidBody::applyImpulse ( SharpKmyMath::Vector3  v,
SharpKmyMath::Vector3  pos 
)

◆ applyTorque()

void SharpKmyPhysics::RigidBody::applyTorque ( SharpKmyMath::Vector3  v)

◆ clearForces()

void SharpKmyPhysics::RigidBody::clearForces ( )

◆ disableDeactivate()

void SharpKmyPhysics::RigidBody::disableDeactivate ( )

◆ getGravity()

float SharpKmyPhysics::RigidBody::getGravity ( )

◆ getLinearVelocity()

SharpKmyMath::Vector3 SharpKmyPhysics::RigidBody::getLinearVelocity ( )

◆ setAngularDamping()

void SharpKmyPhysics::RigidBody::setAngularDamping ( float  d)

◆ setAngularFactor()

void SharpKmyPhysics::RigidBody::setAngularFactor ( SharpKmyMath::Vector3  v)

◆ setAngularVelocity()

void SharpKmyPhysics::RigidBody::setAngularVelocity ( SharpKmyMath::Vector3  v)

◆ setCustomDebugColor()

void SharpKmyPhysics::RigidBody::setCustomDebugColor ( float  r,
float  g,
float  b 
)

◆ setDebugVisibilityMask()

void SharpKmyPhysics::RigidBody::setDebugVisibilityMask ( u32  mask)

◆ setGravity()

void SharpKmyPhysics::RigidBody::setGravity ( SharpKmyMath::Vector3  g)

◆ setLinearFactor()

void SharpKmyPhysics::RigidBody::setLinearFactor ( SharpKmyMath::Vector3  v)

◆ setLinearVelocity() [1/2]

void SharpKmyPhysics::RigidBody::setLinearVelocity ( SharpKmyMath::Vector3  v)

◆ setLinearVelocity() [2/2]

void SharpKmyPhysics::RigidBody::setLinearVelocity ( SharpKmyMath::Vector3  v,
SharpKmyMath::Vector3  mask 
)

◆ setMass()

void SharpKmyPhysics::RigidBody::setMass ( f32  mass,
SharpKmyMath::Vector3  inertia 
)

◆ setPositionDamping()

void SharpKmyPhysics::RigidBody::setPositionDamping ( float  d)