Merge pull request #57 from n00b87/v402_sprite_shape

Added sprite shape functions
This commit is contained in:
Rodney Cunningham
2025-03-20 17:31:32 -04:00
committed by GitHub
197 changed files with 5576 additions and 1203 deletions

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteAngularImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteAngularImpulse( spr_id, impulse) </h2></p>
<p>
Apply an angular impulse to a body. This method affects the bodys rotational motion, changing its angular velocity based on the impulse applied.
</p>
<br><p>Related:
<a href="applyspritelinearimpulse.html">ApplySpriteLinearImpulse</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteCentralForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteCentralForce( spr_id, x, y) </h2></p>
<p>
Apply a continuous force to a body at its center of mass, regardless of the body's current orientation. This method affects the body's linear motion and is useful for simulating forces like gravity, wind, or any other directional force.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteForce( spr_id, fX, fY, pX, pY) </h2></p>
<p>
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteLinearImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY) </h2></p>
<p>
Apply an instantaneous linear impulse to a body. This method directly affects the bodys linear motion by changing its velocity based on the impulse applied.
</p>
<br><p>Related:
<a href="applyspriteangularimpulse.html">ApplySpriteAngularImpulse</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteTorque( spr_id, torque) </h2></p>
<p>
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass.
</p>
<p>
</body>
</html>

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doc/doc_files/box3d.html Normal file
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Box3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z) </h2></p>
<p>
Draws a box in 3D space
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay2D [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay2D( from_x, from_y, to_x, to_y ) </h2></p>
<p>
Cast a ray and get the closest hit on the ray
</p>
<p>
Returns 1 if there is a hit and 0 if not
</p>
<p>
NOTE: GetRayHit2D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay2D_All [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay2D_All( from_x, from_y, to_x, to_y ) </h2></p>
<p>
Cast a ray and gets all hits on the ray
</p>
<p>
Returns the number of hits from the ray cast
</p>
<p>
NOTE: GetRayHit2D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<p>
Cast a ray and get the closest hit on the ray
</p>
<p>
Returns 1 if there is a hit and 0 if not
</p>
<p>
NOTE: GetRayHit3D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay3D_All [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<p>
Cast a ray and gets all hits on the ray
</p>
<p>
Returns the number of hits from the ray cast
</p>
<p>
NOTE: GetRayHit3D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearScene [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ClearScene() </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CreateConeMesh [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CreateConeMesh( radius, cone_length, tesselation, top_color, bottom_color ) </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CreateCylinderMesh [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CreateCylinderMesh( radius, cylinder_length, tesselation, color, close_top ) </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createDistanceJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createDistanceJoint( spriteA, spriteB, aX, aY, bX, bY, collide_connect) </h2></p>
<p>
Creates a distance joint
</p>
<p>
A distance joint constrains two points on two bodies to remain at a fixed distance from each other. You can view this as a massless, rigid rod.
</p>
<p>
Parameters
</p>
<ul>
<li>
spriteA - first body
</li>
<li>
spriteB - second body
</li>
<li>
aX, aY - Anchor point on spriteA
</li>
<li>
bX, bY - Anchor point on spriteB
</li>
</ul>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createFrictionJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createFrictionJoint( spriteA, spriteB, x, y, collide_connect) </h2></p>
<p>
Creates a Friction Joint
</p>
<p>
Friction joint. This is used for top-down friction. It provides 2D translational friction and angular friction.
</p>
<p>
Parameters
</p>
<ul>
<li>
spriteA - first body
</li>
<li>
spriteB - second body
</li>
<li>
x, y - Anchor point. A common world-space point where the friction forces will be applied on both bodies. This is usually set to the point where you want the bodies to "grip" or resist slipping relative to each other.
</li>
</ul>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createGearJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createGearJoint( jointA, jointB, g_ratio, collide_connect) </h2></p>
<p>
Creates a Gear Joint
</p>
<p>
A gear joint is used to connect two joints together. Either joint can be a revolute or prismatic joint. You specify a gear ratio to bind the motions together: coordinate1 + ratio * coordinate2 = constant The ratio can be negative or positive. If one joint is a revolute joint and the other joint is a prismatic joint, then the ratio will have units of length or units of 1/length.
</p>
<p>
Parameters
</p>
<ul>
<li>
spriteA - first body
</li>
<li>
spriteB - second body
</li>
<li>
ratio - ratio of how much influence jointA has compared to jointB
</li>
</ul>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createMotorJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createMotorJoint( spriteA, spriteB, collide_connect) </h2></p>
<p>
Creates a Motor Joint
</p>
<p>
A motor joint is used to control the relative motion between two bodies. A typical usage is to control the movement of a dynamic body with respect to the ground.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPrismaticJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createPrismaticJoint( spriteA, spriteB, aX, aY, axisX, axisY, collide_connect) </h2></p>
<p>
Creates a Prismatic Joint
</p>
<p>
A prismatic joint. This joint provides one degree of freedom: translation along an axis fixed in bodyA. Relative rotation is prevented. You can use a joint limit to restrict the range of motion and a joint motor to drive the motion or to model joint friction.
</p>
<p>
Parameters
</p>
<ul>
<li>
spriteA - first body
</li>
<li>
spriteB - second body
</li>
<li>
aX, aY - anchor point
</li>
<li>
axisX, axisY - Used to define a linear direction from anchor point
</li>
</ul>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPulleyJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createPulleyJoint( spriteA, spriteB, gaX, gaY, gbX, gbY, aX, aY, bX, bY, j_ratio, collide_connect) </h2></p>
<p>
Creates a pulley joint
</p>
<p>
The pulley joint is connected to two bodies and two fixed ground points. The pulley supports a ratio such that: length1 + ratio * length2 <= constant Yes, the force transmitted is scaled by the ratio. Warning: the pulley joint can get a bit squirrelly by itself. They often work better when combined with prismatic joints. You should also cover the the anchor points with static shapes to prevent one side from going to zero length.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createRevoluteJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createRevoluteJoint( spriteA, spriteB, x, y, collide_connect) </h2></p>
<p>
Creates a revolute joint
</p>
<p>
A revolute joint constrains two bodies to share a common point while they are free to rotate about the point. The relative rotation about the shared point is the joint angle. You can limit the relative rotation with a joint limit that specifies a lower and upper angle. You can use a motor to drive the relative rotation about the shared point. A maximum motor torque is provided so that infinite forces are not generated.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CreateVolumeLightMesh [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function CreateVolumeLightMesh( u, v, foot_color, tail_color, lp_distance, dim_x, dim_y, dim_z ) </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createWeldJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createWeldJoint( spriteA, spriteB, x, y, collide_connect) </h2></p>
<p>
Creates a Weld Joint
</p>
<p>
A weld joint essentially glues two bodies together. A weld joint may distort somewhat because the island constraint solver is approximate.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createWheelJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createWheelJoint( spriteA, spriteB, aX, aY, axisX, axisY, collide_connect) </h2></p>
<p>
Creates a wheel joint.
</p>
<p>
A wheel joint. This joint provides two degrees of freedom: translation along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to line constraint with a rotational motor and a linear spring/damper. The spring/damper is initialized upon creation. This joint is designed for vehicle suspensions.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>DeleteAN8 [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub DeleteAN8( an8_project ) </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>DeleteJoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub DeleteJoint( joint_id ) </h2></p>
<p>
Clears a joint from memory
</p>
<br><p>Related:
<a href="createdistancejoint.html">CreateDistanceJoint</a>
<a href="createfrictionjoint.html">CreateFrictionJoint</a>
<a href="creategearjoint.html">CreateGearJoint</a>
<a href="createmotorjoint.html">CreateMotorJoint</a>
<a href="createprismaticjoint.html">CreatePrismaticJoint</a>
<a href="createpulleyjoint.html">CreatePulleyJoint</a>
<a href="createrevolutejoint.html">CreateRevoluteJoint</a>
<a href="createweldjoint.html">CreateWeldJoint</a>
<a href="createwheeljoint.html">CreateWheelJoint</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>DeleteTileMap [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub DeleteTileMap(tilemap) </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>DeleteTileSet [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub DeleteTileSet(tileset) </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>enableJointLimit [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub enableJointLimit( joint_id, flag) </h2></p>
<p>
Enables or disables joint limits
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="jointislimitenabled.html">JointIsLimitEnabled</a>
<a href="setjointlimits.html">SetJointLimits</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>enableJointMotor [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub enableJointMotor( joint_id, flag) </h2></p>
<p>
Enables or disables the joint motor
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="jointmotorisenabled.html">JointMotorIsEnabled</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getActorCenter [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getActorCenter( actor, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Gets an actor's center of mass position. This is useful for setting the origin of constraints.
</p>
<p>
</body>
</html>

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</p>
<ul>
<li>
SHAPE_TYPE_NONE
ACTOR_SHAPE_NONE
</li>
<li>
SHAPE_TYPE_BOX
ACTOR_SHAPE_BOX
</li>
<li>
SHAPE_TYPE_SPHERE
ACTOR_SHAPE_SPHERE
</li>
<li>
SHAPE_TYPE_CYLINDER
ACTOR_SHAPE_CYLINDER
</li>
<li>
SHAPE_TYPE_CAPSULE
ACTOR_SHAPE_CAPSULE
</li>
<li>
SHAPE_TYPE_CONE
ACTOR_SHAPE_CONE
</li>
<li>
SHAPE_TYPE_CONVEXHULL
ACTOR_SHAPE_CONVEXHULL
</li>
<li>
SHAPE_TYPE_TRIMESH
ACTOR_SHAPE_TRIMESH
</li>
</ul>
<br><p>Related:

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getActorVelocityInLocalPoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getActorVelocityInLocalPoint( actor, rel_x, rel_y, rel_z, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Gets the linear velocity of a specific point on an actor, given its position in the actor's local coordinate space. This is useful for determining how fast and in what direction a particular point on the actor is moving, accounting for both the body's linear velocity and its rotational motion (angular velocity).
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetAntiAliasMode [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetAntiAliasMode( ) </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointAngle [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointAngle( joint_id) </h2></p>
<p>
Returns the current joint angle
</p>
<p>
Used with
</p>
<ul>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointAngularOffset [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointAngularOffset( joint_id) </h2></p>
<p>
Returns the target angular offset
</p>
<p>
Used with Motor Joint
</p>
<br><p>Related:
<a href="setjointangularoffset.html">SetJointAngularOffset</a>
</p>
<p>
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<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointAngularSpeed [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointAngularSpeed( joint_id) </h2></p>
<p>
Return the current joint angular speed
</p>
<p>
Used with Wheel Joint
</p>
<p>
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<!DOCTYPE html>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointCorrectionFactor [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointCorrectionFactor( joint_id) </h2></p>
<p>
Returns a factor for how quickly the joint corrects deviations from its target position and rotation. This correction factor determines the responsiveness of the motor joint in achieving the desired linear and angular offsets between two connected bodies.
</p>
<p>
Used with Motor Joints
</p>
<br><p>Related:
<a href="getjointcorrectionfactor.html">GetJointCorrectionFactor</a>
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointCurrentLength [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointCurrentLength( joint_id) </h2></p>
<p>
Returns the current distance between BodyA and BodyB
</p>
<p>
Used with Distance Joint
</p>
<br><p>Related:
<a href="getjointlength.html">GetJointLength</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointCurrentLengthA [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointCurrentLengthA( joint_id) </h2></p>
<p>
Return the current length of the segment attached to bodyA.
</p>
<p>
Used with Pulley Joint
</p>
<br><p>Related:
<a href="getjointcurrentlengthb.html">GetJointCurrentLengthB</a>
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointCurrentLengthB [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointCurrentLengthB( joint_id) </h2></p>
<p>
Return the current length of the segment attached to bodyB.
</p>
<p>
Used with Pulley Joint
</p>
<br><p>Related:
<a href="getjointcurrentlengtha.html">GetJointCurrentLengthA</a>
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointDamping [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointDamping( joint_id) </h2></p>
<p>
Returns the damping value for a joint
</p>
<p>
Used with
</p>
<ul>
<li>
Distance Joint
</li>
<li>
Weld Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="setjointdamping.html">SetJointDamping</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointGroundAnchorA [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointGroundAnchorA( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the first ground anchor
</p>
<p>
Used with Pulley Joint
</p>
<br><p>Related:
<a href="getjointgroundanchorb.html">GetJointGroundAnchorB</a>
</p>
<p>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointGroundAnchorB [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointGroundAnchorB( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the second ground anchor
</p>
<p>
Used with Pulley Joint
</p>
<br><p>Related:
<a href="getjointgroundanchora.html">GetJointGroundAnchorA</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLength [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLength( joint_id) </h2></p>
<p>
Returns the Joint Length
</p>
<p>
Used with distance Joints
</p>
<br><p>Related:
<a href="setjointlength.html">SetJointLength</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLengthA [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLengthA( joint_id) </h2></p>
<p>
Returns the current length of the line connecting the anchor point on the first body to its corresponding ground anchor. This length can vary based on the movement of the connected bodies.
</p>
<p>
Used with Pulley Joints
</p>
<br><p>Related:
<a href="getjointlengthb.html">GetJointLengthB</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLengthB [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLengthB( joint_id) </h2></p>
<p>
Returns the current length of the line connecting the anchor point on the second body to its corresponding ground anchor. This length can vary based on the movement of the connected bodies.
</p>
<p>
Used with Pulley Joints
</p>
<br><p>Related:
<a href="getjointlengtha.html">GetJointLengthA</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLinearOffset [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointLinearOffset( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the target position offset for the connected bodies relative to each other.
</p>
<p>
Used with Motor Joints
</p>
<br><p>Related:
<a href="setjointlinearoffset.html">SetJointLinearOffset</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLinearSpeed [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLinearSpeed( joint_id) </h2></p>
<p>
Returns the current joint linear speed, usually in meters per second.
</p>
<p>
Used with Wheel Joint
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLocalAnchorA [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointLocalAnchorA( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Returns the local anchor point relative to bodyA's origin.
</p>
<ul>
<li>
Distance Joint
</li>
<li>
Friction Joint
</li>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Weld Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="getjointlocalanchorb.html">GetJointLocalAnchorB</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLocalAnchorB [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointLocalAnchorB( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Returns the local anchor point relative to bodyB's origin.
</p>
<ul>
<li>
Distance Joint
</li>
<li>
Friction Joint
</li>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Weld Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="getjointlocalanchora.html">GetJointLocalAnchorA</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLocalAxisA [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointLocalAxisA( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the local joint axis relative to bodyA
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointLowerLimit [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointLowerLimit( joint_id) </h2></p>
<p>
Get the lower joint translation limit, usually in meters.
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="getjointupperlimit.html">GetJointUpperLimit</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMaxForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMaxForce( joint_id) </h2></p>
<p>
Return the maximum friction force in N.
</p>
<p>
Used with
</p>
<ul>
<li>
Friction Joint
</li>
<li>
Motor Joint
</li>
</ul>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMaxLength [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMaxLength( joint_id) </h2></p>
<p>
Returns the maximum length
</p>
<p>
Used with Distance Joint
</p>
<br><p>Related:
<a href="getjointminlength.html">GetJointMinLength</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMaxMotorForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMaxMotorForce( joint_id) </h2></p>
<p>
Returns the maximum linear force that the motor can apply to achieve the target speed set by SetMotorSpeed. This allows you to control the power or strength of the motor along the joints axis.
</p>
<p>
Used with Prismatic Joint
</p>
<br><p>Related:
<a href="setjointmaxmotorforce.html">SetJointMaxMotorForce</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMaxMotorTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMaxMotorTorque( joint_id) </h2></p>
<p>
Returns the maximum torque (rotational force) that the motor can apply to achieve the target motor speed set by SetMotorSpeed. This allows you to control how much power the motorized joint has.
</p>
<p>
Used with
</p>
<ul>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="setjointmaxmotortorque.html">SetJointMaxMotorTorque</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMaxTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMaxTorque( joint_id) </h2></p>
<p>
Returns the upper limit on the amount of torque (rotational force) the joint can apply, controlling how much rotational resistance or power the joint provides.
</p>
<p>
Used with
</p>
<ul>
<li>
Friction Joint
</li>
<li>
Motor Joint
</li>
</ul>
<br><p>Related:
<a href="setjointmaxtorque.html">SetJointMaxTorque</a>
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMinLength [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMinLength( joint_id) </h2></p>
<p>
Returns the minimum length
</p>
<p>
Used with Distance Joint
</p>
<br><p>Related:
<a href="getjointmaxlength.html">GetJointMaxLength</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMotorForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMotorForce( joint_id, inv_dt) </h2></p>
<p>
Return the current motor force given the inverse time step, usually in N.
</p>
<p>
Used with Prismatic Joint
</p>
<br><p>Related:
<a href="setjointmotorforce.html">SetJointMotorForce</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMotorSpeed [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMotorSpeed( joint_id) </h2></p>
<p>
Returns the motor speed
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="setjointmotorspeed.html">SetJointMotorSpeed</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointMotorTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointMotorTorque( joint_id, inv_dt) </h2></p>
<p>
Returns the current motor torque given the inverse time step. Unit is N*m.
</p>
<p>
Used with
</p>
<ul>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="getjointmaxmotortorque.html">GetJointMaxMotorTorque</a>
<a href="setjointmaxmotortorque.html">SetJointMaxMotorTorque</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointRatio [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointRatio( joint_id) </h2></p>
<p>
Returns the gear/pulley ratio
</p>
<p>
Used with
</p>
<ul>
<li>
Gear Joint
</li>
<li>
Pulley Joint
</li>
</ul>
<br><p>Related:
<a href="setjointratio.html">SetJointRatio</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointReactionForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointReactionForce( joint_id, inv_dt, ByRef x, ByRef y) </h2></p>
<p>
Returns the reaction force on bodyB at the joint anchor in Newtons.
</p>
<p>
Can be used with all joints
</p>
<br><p>Related:
<a href="getjointreactiontorque.html">GetJointReactionTorque</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointReactionTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointReactionTorque( joint_id, inv_dt) </h2></p>
<p>
Returns the reaction torque on bodyB in N*m
</p>
<p>
Can be used with all joints
</p>
<br><p>Related:
<a href="getjointreactionforce.html">GetJointReactionForce</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointReferenceAngle [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointReferenceAngle( joint_id) </h2></p>
<p>
Returns the reference angle.
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
</ul>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointSpeed [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointSpeed( joint_id) </h2></p>
<p>
Returns the current joint angle speed
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
</ul>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointStiffness [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointStiffness( joint_id) </h2></p>
<p>
Returns spring stiffness
</p>
<p>
Used with
</p>
<ul>
<li>
Distance Joint
</li>
<li>
Weld Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="setjointstiffness.html">SetJointStiffness</a>
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointTranslation [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointTranslation( joint_id) </h2></p>
<p>
Returns the current joint translation, usually in meters.
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointUpperLimit [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getJointUpperLimit( joint_id) </h2></p>
<p>
Get the upper joint translation limit, usually in meters.
</p>
<p>
Used with
</p>
<ul>
<li>
Prismatic Joint
</li>
<li>
Revolute Joint
</li>
<li>
Wheel Joint
</li>
</ul>
<br><p>Related:
<a href="getjointlowerlimit.html">GetJointLowerLimit</a>
</p>
<p>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointWorldAnchorA [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointWorldAnchorA( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Get the anchor point on bodyA in world coordinates.
</p>
<p>
Can be used with all joints
</p>
<br><p>Related:
<a href="getjointworldanchorb.html">GetJointWorldAnchorB</a>
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getJointWorldAnchorB [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getJointWorldAnchorB( joint_id, ByRef x, ByRef y) </h2></p>
<p>
Get the anchor point on bodyB in world coordinates.
</p>
<p>
Can be used with all joints
</p>
<br><p>Related:
<a href="getjointworldanchora.html">GetJointWorldAnchorA</a>
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetRayHit2D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub GetRayHit2D( index, ByRef spr_id, ByRef x, ByRef y, ByRef normal_x, ByRef normal_y ) </h2></p>
<p>
This function will get the collision point and the normal of a ray hit.
</p>
<p>
NOTES:
</p>
<ul>
<li>
CastRay2D or CastRay2D_All must be called prior to calling this function
</li>
<li>
spr_id will return -1 if there was not a hit at the specified index
</li>
</ul>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
</p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetRayHit3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub GetRayHit3D( index, ByRef actor_id, ByRef x, ByRef y, ByRef z, ByRef normal_x, ByRef normal_y, ByRef normal_z ) </h2></p>
<p>
This function will get the collision point and the normal of a ray hit.
</p>
<p>
NOTES:
</p>
<ul>
<li>
CastRay3D or CastRay3D_All must be called prior to calling this function
</li>
<li>
actor_id will return -1 if there was not a hit at the specified index
</li>
</ul>
<br><p>Related:
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSceneFog [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub GetSceneFog (ByRef color, ByRef fog_type, ByRef start_val, ByRef end_val, ByRef density, ByRef pixelFog, ByRef rangeFog) </h2></p>
<p>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteAABB [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub GetSpriteAABB( spr_id, ByRef x1, ByRef y1, ByRef x2, ByRef y2 ) </h2></p>
<p>
Returns the axis aligned bounding box for a sprite
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteAlpha [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function GetSpriteAlpha(sprite) </h2></p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteAngularDamping [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getSpriteAngularDamping( spr_id) </h2></p>
<p>
Returns a sprite's angular damping
</p>
<br><p>Related:
<a href="applyspriteangulardamping.html">ApplySpriteAngularDamping</a>
</p>
<p>
</body>
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<!DOCTYPE html>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteAngularVelocity [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getSpriteAngularVelocity( spr_id) </h2></p>
<p>
Returns the angular velocity
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteBoxSize [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub GetSpriteBoxSize(spr_id, ByRef w, ByRef h) </h2></p>
<p>
Returns the size of the collision box on a sprite.
</p>
<p>
NOTE: Returns (-1, -1) if the collision shape is not a box
</p>
<br><p>Related:
<a href="setspritebox.html">SetSpriteBox</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteCenter [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getSpriteCenter( spr_id, ByRef x, ByRef y) </h2></p>
<p>
Returns a sprites center of mass
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteCollisionShape [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function GetSpriteCollisionShape(spr_id) </h2></p>
<p>
Returns the collision shape of a sprite
</p>
<p>
Shape Types:
</p>
<ul>
<li>
SPRITE_SHAPE_NONE
</li>
<li>
SPRITE_SHAPE_BOX
</li>
<li>
SPRITE_SHAPE_POLYGON
</li>
<li>
SPRITE_SHAPE_CIRCLE
</li>
<li>
SPRITE_SHAPE_CHAIN
</li>
</ul>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteColorMod [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function GetSpriteColorMod(sprite) </h2></p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteDensity [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetSpriteDensity( spr_id ) </h2></p>
<p>
Returns the density of a sprite. Higher density means a heavier sprite.
</p>
<br><p>Related:
<a href="setspritedensity.html">SetSpriteDensity</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteFriction [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetSpriteFriction( spr_id ) </h2></p>
<p>
Returns a sprite's friction
</p>
<br><p>Related:
<a href="getspritefriction.html">GetSpriteFriction</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteGravityScale [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getSpriteGravityScale( spr_id) </h2></p>
<p>
Returns a sprite's gravity scale
</p>
<br><p>Related:
<a href="setspritegravityscale.html">SetSpriteGravityScale</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteInertia [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getSpriteInertia( spr_id) </h2></p>
<p>
Returns the rotational inertia of the body about the local origin.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteLinearDamping [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getSpriteLinearDamping( spr_id) </h2></p>
<p>
Returns a sprite's linear damping value
</p>
<br><p>Related:
<a href="setspritelineardamping.html">SetSpriteLinearDamping</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteLinearVelocity [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getSpriteLinearVelocity( spr_id, ByRef x, ByRef y) </h2></p>
<p>
Gets the linear velocity of a sprite
</p>
<br><p>Related:
<a href="setspritelinearvelocity.html">SetSpriteLinearVelocity</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteLinearVelocityFromLocalPoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getSpriteLinearVelocityFromLocalPoint( spr_id, pX, pY, ByRef x, ByRef y) </h2></p>
<p>
Get the world velocity of a local point.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteLinearVelocityFromWorldPoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getSpriteLinearVelocityFromWorldPoint( spr_id, wX, wY, ByRef x, ByRef y) </h2></p>
<p>
Get the world linear velocity of a world point attached to this body.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteLocalPoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getSpriteLocalPoint( spr_id, wX, wY, ByRef x, ByRef y) </h2></p>
<p>
Gets a local point relative to the body's origin given a world point.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteLocalVector [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getSpriteLocalVector( spr_id, wX, wY, ByRef x, ByRef y) </h2></p>
<p>
Gets a local vector given a world vector.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteMass [RCBasic Doc] </title>
</head>
<body>
<p><h2>function getSpriteMass( spr_id) </h2></p>
<p>
Returns the total mass of the body.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteRadius [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function GetSpriteRadius(spr_id) </h2></p>
<p>
Returns the radius of a sprites collision shape
</p>
<p>
NOTE: Returns 0 if collision shape is not SPRITE_SHAPE_CIRCLE
</p>
<br><p>Related:
<a href="setspriteradius.html">SetSpriteRadius</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteRestitution [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetSpriteRestitution( spr_id ) </h2></p>
<p>
Returns the restitution coefficient for a sprite
</p>
<br><p>Related:
<a href="setspriterestitution.html">SetSpriteRestitution</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetSpriteRestitutionThreshold [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetSpriteRestitutionThreshold( spr_id ) </h2></p>
<p>
Returns the restitution velocity threshold for a sprite
</p>
<br><p>Related:
<a href="setspriterestitutionthreshold.html">SetSpriteRestitutionThreshold</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteWorldPoint [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getSpriteWorldPoint( spr_id, lX, lY, ByRef x, ByRef y) </h2></p>
<p>
Get the world coordinates of a point given the local coordinates.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>getSpriteWorldVector [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub getSpriteWorldVector( spr_id, lX, lY, ByRef x, ByRef y) </h2></p>
<p>
Get the world coordinates of a vector given the local coordinates.
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetWorld2DAutoClearForces [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetWorld2DAutoClearForces() </h2></p>
<p>
Returns the auto clear forces flag for the active canvas
</p>
<br><p>Related:
<a href="setworld2dautoclearforces.html">SetWorld2DAutoClearForces</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetWorld2DPositionIterations [RCBasic Doc] </title>
</head>
<body>
<p><h2>function GetWorld2DPositionIterations() </h2></p>
<p>
Returns the number of position iterations for the position constraint solver
</p>
<br><p>Related:
<a href="setworld2dpositioniterations.html">SetWorld2DPositionIterations</a>
</p>
<p>
</body>
</html>

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