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コリジョンを管理するクラス [詳解]
公開メンバ関数 |
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ushort | getMaskFromName (ushort defaultMask=0) |
bool | IsError (bool inCheckDispOnly) |
void | save (BinaryWriter writer) |
void | load (BinaryReader reader) |
SharpKmyMath.Matrix4 | getOffsetMatrix (SharpKmyMath.Vector3 positionScale) |
SharpKmyPhysics.Collider | createCollider (SharpKmyPhysics.PhysicsBase physics, SharpKmyMath.Matrix4 mtx, SharpKmyMath.Vector3 scale, ushort group, ushort mask) |
void | createSixDofConstraint (SharpKmyPhysics.PhysicsObject obj, SharpKmyMath.Vector3 scl) |
SharpKmyPhysics.RigidBody | createRigidBody (SharpKmyPhysics.PhysicsBase physics, SharpKmyMath.Matrix4 mtx, SharpKmyMath.Vector3 scale, float mass, bool kinematic, ushort group, ushort mask) |
void | save (BinaryWriter writer) |
void | load (BinaryReader reader) |
静的公開メンバ関数 |
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static SharpKmyPhysics.Collider | createCollider (SharpKmyPhysics.PhysicsBase physics, SharpKmyMath.Matrix4 mtx, SharpKmyMath.Vector3 scale, ushort group, ushort mask, CollisionInfo.Shape shape, Vector3 size, ResourceHolder mesh, CollisionInfo.CapsuleAxis axis) |
static SharpKmyPhysics.RigidBody | createRigidBody (SharpKmyPhysics.PhysicsBase physics, SharpKmyMath.Matrix4 mtx, SharpKmyMath.Vector3 scale, float mass, bool kinematic, ushort group, ushort mask, CollisionInfo.Shape shape, Vector3 size, ResourceHolder mesh, CollisionInfo.CapsuleAxis axis) |
公開変数類 |
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string | name = "collision" |
string | attachnode = "_root" |
Type | type |
Shape | shape = Shape.Box |
CapsuleAxis | axis = CapsuleAxis.Y |
ResourceHolder | mesh = new ResourceHolder() |
Vector3 | position = Vector3.Zero |
Vector3 | rotate = Vector3.Zero |
Vector3 | size = Vector3.One |
bool | accessory = false |
bool | gravity = true |
float | mass = 1 |
float | friction = 1 |
float | restitution = 1 |
float | linearDamping = 0.2f |
float | angularDamping = 0.2f |
bool[] | positionFreeze = new bool[3] { false, false, false } |
bool[] | angleFreeze = new bool[3] { false, false, false } |
float | positionDrag = 1 |
float | angleDrag = 1 |
bool | useSixDof = false |
string | parentname = "" |
Vector3 | upperSlideLimit = Vector3.Zero |
Vector3 | lowerSlideLimit = Vector3.Zero |
Vector3 | lowerAngularLimit = new Vector3(-180) |
Vector3 | upperAngularLimit = new Vector3(+180) |
bool[] | spring = new bool[6] { false, false, false, false, false, false } |
float[] | stiffness = new float[6] { 0, 0, 0, 0, 0, 0 } |
float[] | damping = new float[6] { 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f } |
Vector3 | pivot = Vector3.Zero |
コリジョンを管理するクラス
void Yukar.Common.Resource.CollisionInfo.load | ( | BinaryReader | reader | ) |
Yukar.Common.Rom.IChunkを実装しています。
void Yukar.Common.Resource.CollisionInfo.save | ( | BinaryWriter | writer | ) |
Yukar.Common.Rom.IChunkを実装しています。