Logo
公開メンバ関数 | 全メンバ一覧
SharpKmyPhysics.RigidBody クラス
SharpKmyPhysics.RigidBody の継承関係図
SharpKmyPhysics.PhysicsNode

公開メンバ関数

 RigidBody (IntPtr physicsnode)
 
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 setToUseCcd (float radius)
 
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 (float mass, SharpKmyMath.Vector3 inertia)
 
void clearForces ()
 
void disableDeactivate ()
 
- 基底クラス SharpKmyPhysics.PhysicsNode に属する継承公開メンバ関数
 PhysicsNode (IntPtr ptr)
 
void setRestitution (float val)
 
void setFriction (float val)
 
void setName (string name)
 
string getName ()
 
void setWorldMatrix (SharpKmyMath.Matrix4 mtx)
 
SharpKmyMath.Matrix4 getWorldMatrix ()
 
void setNotifyTarget (PhysicsNotifyTarget tgt)
 
void setFellowId (int id)
 
void setIgnoreFromRaycast (bool f)
 
void setFilterMask (UInt16 m)
 
PhysicsNotifyTarget getNotifyTarget ()
 
PhysicsBase getPhysicsBase ()
 
void enable ()
 
void disable ()
 
bool isEnabled ()
 
void setCustomDebugColor (float r, float g, float b)
 
void setDebugVisibilityMask (UInt32 mask)
 

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
IntPtr obj = IntPtr.Zero
 
PhysicsNotifyTarget currentTarget
 

構築子と解体子

◆ RigidBody()

SharpKmyPhysics.RigidBody.RigidBody ( IntPtr  physicsnode)

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)

◆ 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 ( float  mass,
SharpKmyMath.Vector3  inertia 
)

◆ setPositionDamping()

void SharpKmyPhysics.RigidBody.setPositionDamping ( float  d)

◆ setToUseCcd()

void SharpKmyPhysics.RigidBody.setToUseCcd ( float  radius)