Added Sprite Physics and Joints
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@@ -37,7 +37,7 @@ sub applyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z)
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sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z)
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sub clearActorForces( actor)
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sub updateActorInertiaTensor( actor)
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sub getActorCOMPosition( actor, ByRef x, ByRef y, ByRef z)
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sub getActorCenter( actor, ByRef x, ByRef y, ByRef z)
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sub getActorRotationQ( actor, ByRef x, ByRef y, ByRef z, ByRef w)
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sub getActorLinearVelocityWorld( actor, ByRef x, ByRef y, ByRef z)
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sub getActorAngularVelocityWorld( actor, ByRef x, ByRef y, ByRef z)
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@@ -45,7 +45,7 @@ sub setActorLinearVelocityLocal( actor, x, y, z)
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sub setActorLinearVelocityWorld( actor, x, y, z)
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sub setActorAngularVelocityLocal( actor, x, y, z)
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sub setActorAngularVelocityWorld( actor, x, y, z)
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sub getActorLocalPointVelocity( actor, rel_x, rel_y, rel_z, ByRef x, ByRef y, ByRef z)
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sub getActorVelocityInLocalPoint( actor, rel_x, rel_y, rel_z, ByRef x, ByRef y, ByRef z)
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sub getActorLinearVelocityLocal( actor, ByRef x, ByRef y, ByRef z)
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sub getActorAngularVelocityLocal( actor, ByRef x, ByRef y, ByRef z)
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sub getActorAABB( actor, ByRef min_x, ByRef min_y, ByRef min_z, ByRef max_x, ByRef max_y, ByRef max_z)
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@@ -0,0 +1,67 @@
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function createDistanceJoint( spriteA, spriteB, aX, aY, bX, bY)
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function createFrictionJoint( spriteA, spriteB, x, y)
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function createGearJoint( jointA, jointB, g_ratio)
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function createMotorJoint( spriteA, spriteB)
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function createPrismaticJoint( spriteA, spriteB, aX, aY, axisX, axisY)
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function createPulleyJoint( spriteA, spriteB, gaX, gaY, gbX, gbY, aX, aY, bX, bY, j_ratio)
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function createRevoluteJoint( spriteA, spriteB, x, y)
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function createWeldJoint( spriteA, spriteB, x, y)
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function createWheelJoint( spriteA, spriteB, aX, aY, axisX, axisY)
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sub getJointWorldAnchorA( joint_id, ByRef x, ByRef y)
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sub getJointWorldAnchorB( joint_id, ByRef x, ByRef y)
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sub getJointReactionForce( joint_id, inv_dt, ByRef x, ByRef y)
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function getJointReactionTorque( joint_id, inv_dt)
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sub getJointLocalAnchorA( joint_id, ByRef x, ByRef y)
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sub getJointLocalAnchorB( joint_id, ByRef x, ByRef y)
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sub setJointLength( joint_id, jlen)
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function getJointLength( joint_id)
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sub setJointMinLength( joint_id, jlen)
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function getJointMinLength( joint_id)
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sub setJointMaxLength( joint_id, jlen)
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function getJointMaxLength( joint_id)
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function getJointCurrentLength( joint_id)
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sub setJointStiffness( joint_id, stiffness)
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function getJointStiffness( joint_id)
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sub setJointDamping( joint_id, damping)
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function getJointDamping( joint_id)
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sub setJointMaxForce( joint_id, force)
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function getJointMaxForce( joint_id)
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sub setJointMaxTorque( joint_id, torque)
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function getJointMaxTorque( joint_id)
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sub setJointCorrectionFactor( joint_id, factor)
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function getJointCorrectionFactor( joint_id)
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sub setJointRatio( joint_id, j_ratio)
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function getJointRatio( joint_id)
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sub setJointLinearOffset( joint_id, x, y)
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sub getJointLinearOffset( joint_id, ByRef x, ByRef y)
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sub setJointAngularOffset( joint_id, angleOffset)
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function getJointAngularOffset( joint_id)
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sub getJointLocalAxisA( joint_id, ByRef x, ByRef y)
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function getJointReferenceAngle( joint_id)
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function getJointTranslation( joint_id)
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function getJointSpeed( joint_id)
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function jointIsLimitEnabled( joint_id)
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sub enableJointLimit( joint_id, flag)
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function getJointLowerLimit( joint_id)
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function getJointUpperLimit( joint_id)
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sub setJointLimits( joint_id, lower_limit, upper_limit)
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function jointMotorIsEnabled( joint_id)
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sub enableJointMotor( joint_id, flag)
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sub setJointMotorSpeed( joint_id, speed)
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function getJointMotorSpeed( joint_id)
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sub setJointMaxMotorForce( joint_id, force)
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function getJointMaxMotorForce( joint_id)
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function getJointMotorForce( joint_id, inv_dt)
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sub setJointMaxMotorTorque( joint_id, torque)
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function getJointMaxMotorTorque( joint_id)
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function getJointMotorTorque( joint_id, inv_dt)
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sub getJointGroundAnchorA( joint_id, ByRef x, ByRef y)
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sub getJointGroundAnchorB( joint_id, ByRef x, ByRef y)
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function getJointLengthA( joint_id)
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function getJointLengthB( joint_id)
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function getJointCurrentLengthA( joint_id)
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function getJointCurrentLengthB( joint_id)
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sub setJointOrigin( joint_id, x, y)
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function getJointAngle( joint_id)
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function getJointLinearSpeed( joint_id)
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function getJointAngularSpeed( joint_id)
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@@ -0,0 +1,32 @@
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sub getSpriteCenter( spr_id, ByRef x, ByRef y)
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sub setSpriteLinearVelocity( spr_id, x, y)
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sub getSpriteLinearVelocity( spr_id, ByRef x, ByRef y)
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sub setSpriteAngularVelocity( spr_id, av)
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function getSpriteAngularVelocity( spr_id)
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sub applySpriteForce( spr_id, fX, fY, pX, pY)
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sub applySpriteCentralForce( spr_id, x, y)
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sub applySpriteTorque( spr_id, torque)
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sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY)
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sub applySpriteAngularImpulse( spr_id, impulse)
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function getSpriteMass( spr_id)
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function getSpriteInertia( spr_id)
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sub getSpriteWorldPoint( spr_id, lX, lY, ByRef x, ByRef y)
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sub getSpriteWorldVector( spr_id, lX, lY, ByRef x, ByRef y)
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sub getSpriteLocalPoint( spr_id, wX, wY, ByRef x, ByRef y)
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sub getSpriteLocalVector( spr_id, wX, wY, ByRef x, ByRef y)
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sub getSpriteLinearVelocityFromLocalPoint( spr_id, pX, pY, ByRef x, ByRef y)
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sub getSpriteLinearVelocityFromWorldPoint( spr_id, wX, wY, ByRef x, ByRef y)
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function getSpriteLinearDamping( spr_id)
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sub setSpriteLinearDamping( spr_id, linearDamping)
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function getSpriteAngularDamping( spr_id)
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sub setSpriteAngularDamping( spr_id, angularDamping)
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function getSpriteGravityScale( spr_id)
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sub setSpriteGravityScale( spr_id, g_scale)
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sub setSpriteBullet( spr_id, flag)
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function spriteIsBullet( spr_id)
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sub setSpriteSleepAllowed( spr_id, flag)
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function spriteSleepAllowed( spr_id)
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sub setSpriteAwake( spr_id, flag)
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function spriteIsAwake( spr_id)
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sub setSpriteFixedRotation( spr_id, flag)
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function spriteIsFixedRotation( spr_id)
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