DayZ 1.24
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Topics | |
Geometry API definition | |
Classes | |
class | PhysicsGeomDef |
Enumerations | |
enum | ActiveState { ACTIVE , INACTIVE , ALWAYS_ACTIVE } |
state of a rigidbody More... | |
state of a rigidbody
Enumerator | |
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ACTIVE | |
INACTIVE | |
ALWAYS_ACTIVE |
Definition at line 85 of file EnPhysics.c.
Applies constant force on a rigidbody (origin)
Applies constant force on a position.
Applies impuls on a rigidbody (origin)
Referenced by DayZInfected::EvaluateDeathAnimation(), Entity::RegisterTransportHit(), and ThrowEntityFromInventory().
Applies impuls on a pos position in world coordinates.
Referenced by ApplyForce().
Disables collisions between two entities.
proto native float dBodyComputeImpulseDenominator | ( | notnull IEntity | ent, |
vector | position, | ||
vector | normal ) |
proto bool dBodyCreateDynamicEx | ( | notnull IEntity | ent, |
vector | centerOfMass, | ||
float | mass, | ||
PhysicsGeomDef | geoms[] ) |
Creates RigidBody from custom made geometries. The geometries are deleted when rigid body is destroyed
centerOfMass | Offset from object-pivot to center of mass |
mass | Body mass |
geoms | array of custom made geometries autoptr PhysicsGeomDef geoms[] = {PhysicsGeomDef("", dGeomCreateBox(size), "material/default", 0xffffffff)};
Definition EntityAI.c:95 Definition EnPhysics.c:32 proto bool dBodyCreateDynamicEx(notnull IEntity ent, vector centerOfMass, float mass, PhysicsGeomDef geoms[]) |
proto bool dBodyCreateGhostEx | ( | notnull IEntity | ent, |
PhysicsGeomDef | geoms[] ) |
proto bool dBodyCreateStaticEx | ( | notnull IEntity | ent, |
PhysicsGeomDef | geoms[] ) |
Creates RigidBody from custom made geometries. The geometries are deleted when rigid body is destroyed
geoms | array of custom made geometries autoptr PhysicsGeomDef geoms[] = {PhysicsGeomDef("", dGeomCreateBox(size), "material/default", 0xffffffff)};
proto bool dBodyCreateStaticEx(notnull IEntity ent, PhysicsGeomDef geoms[]) |
Destroys attached physics body.
Referenced by ScriptConsoleItemsTab::SetPreviewObject().
If both maxMotion and shapeCastRadius is >=0 then the continuous collision detection is enabled. If you want to disable it, use -1
maxMotion | max motion threshold when sphere-cast is performed, to find time of impact. It should be little bit less than size of the geometry to catch the situation when tunelling can happen |
sphereCastRadius | The radius of the largest possible sphere, that is completelly inside the body geometry. |
Gets angular velocity for a rigidbody.
Referenced by OnUpdate().
Referenced by EntityAI::IsIgnoredObject(), and IsSpaceFor().
Referenced by ApplyForce(), CheckContactCache(), and GetMomentum().
Referenced by Entity::CanBeTargetedByAI(), and FireplaceBase::ContactEvent().
Referenced by InventoryItem::OnVariablesSynchronized().
Changed an angular velocity.
body | Rigid body |
angvel | Angular velocity, rotation around x, y and z axis (not yaw/pitch/roll) |
Referenced by DeveloperTeleport::SetPlayerPosition().
proto native void dBodySetDamping | ( | notnull IEntity | ent, |
float | linearDamping, | ||
float | angularDamping ) |
Sets scale factor for all impulses/velocities/forces. Default is <1,1,1>. Zero any axis if you want to do 2D physics
proto native void dBodySetSleepingTreshold | ( | notnull IEntity | body, |
float | linearTreshold, | ||
float | angularTreshold ) |
Sets target transformation. If timeslice == dt (simulation step delta time), it will happen in next step, otherwise in time = timeslice.
Returns linear velocity.
ent | IEntity entity which origin will be set |
mat | vector [4] matrix to be set |
vector
linear velocity Referenced by CheckContactCache(), EOnPostSimulate(), GetMomentum(), DayZCreature::ModCommandHandlerBefore(), OnContact(), OnUpdate(), Entity::RegisterTransportHit(), and ThrowAllItemsInInventory().